Commit Graph

10441 Commits

Author SHA1 Message Date
Magnus Norddahl 2cb5f1740e Add OpenGL debug messages to the console 2016-08-17 20:33:10 +02:00
Magnus Norddahl fc01a6b832 Only query for GL_MAX_SAMPLES once 2016-08-17 17:59:47 +02:00
Magnus Norddahl 3c08f5ae48 Fix multisample count bug 2016-08-17 17:37:49 +02:00
Magnus Norddahl 5eeac830eb Clear and InvalidateFramebuffer optimization 2016-08-17 17:37:13 +02:00
Magnus Norddahl fa2bcebd51 Add KHR_debug and ARB_invalidate_subdata 2016-08-17 16:48:11 +02:00
Christoph Oelckers ca8ef7f3f3 - moved bobbing menu strings into the correct file. 2016-08-16 11:20:22 +02:00
Christoph Oelckers 314e89b84f - fixed what looks like a copy/paste error in A_Explode. 2016-08-16 10:53:30 +02:00
Christoph Oelckers 04c4147052 - renamed flag to be more descriptive. 2016-08-16 09:02:23 +02:00
Leonard2 e93b64f249 Fixed: a register from a return statement's value would not be freed 2016-08-16 08:59:27 +02:00
Major Cooke aa2ca77412 Added damagetype parameter and XF_NOACTORTYPE to A_Explode.
- By default, A_Explode will refer to the actor's damagetype if using none. The flag forces the function's type if used regardless of type.
2016-08-16 08:59:27 +02:00
Christoph Oelckers c02960e2cf - added error message highlighting for one overlooked DECORATE error. 2016-08-16 08:58:29 +02:00
Magnus Norddahl 0e2d9affb2 Make sure tonemap shader never takes the sqrt of a negative number
Fix bug where the old hardcoded exposure bias was still being used in the uncharted2 tonemap
2016-08-16 00:22:00 +02:00
Magnus Norddahl a8d1197ea7 Make sure we never pass a negative value to pow, and optimize gamma uniform 2016-08-16 00:01:18 +02:00
Magnus Norddahl a03b2ff48b Change render buffers from RGBA16F to RGBA16 2016-08-15 23:51:49 +02:00
Christoph Oelckers ac80ffcc00 - fixed scissor calculations in 2D drawer. 2016-08-15 08:53:49 +02:00
Christoph Oelckers df0f06a5ce - fixed: FraggleScript's SetCamera function must call SetOrigin to set the camera's z. This needs updating of floorz and ceilingz, in case the camera is moved past a 3D floor. 2016-08-14 23:33:31 +02:00
Christoph Oelckers 0a555038e3 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-14 22:11:17 +02:00
Christoph Oelckers 6deb185b46 - fixed another typo in scroller code.
Now Scroll_Texture_Model is working properly again. (Note: Whoever designed this function must have been on drugs - its use of the source data in Boom is completely insane.)
2016-08-14 22:10:44 +02:00
Christoph Oelckers c59fd26d8a Merge branch 'master' of c:\programming\doom-dev\zdoom 2016-08-14 21:57:04 +02:00
Christoph Oelckers 47d2fd403c - fixed typos in scroll code. 2016-08-14 21:55:20 +02:00
Christoph Oelckers 4275aed3d9 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-14 20:52:35 +02:00
Christoph Oelckers a0d66be6e9 - fixed: Terrain splashes could be generated for 3D floors that were below the sector's actual floor. 2016-08-14 20:52:13 +02:00
Christoph Oelckers e03696a6c9 - fixed: The model matrix must be disabled right after rendering the sky dome, so that it won't get used for the skyfog layer. 2016-08-14 20:11:46 +02:00
Christoph Oelckers 4e8a96aa0e - removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times. 2016-08-14 09:14:26 +02:00
Magnus Norddahl f8cc56ea3a Move SetOutputViewport to OpenGLFrameBuffer::Update as it cannot be safely called from Begin2D 2016-08-14 09:05:54 +02:00
Magnus Norddahl fd4422eb62 Restore bound texture when FGLRenderBuffers::Setup finishes 2016-08-14 09:05:53 +02:00
Magnus Norddahl 94b72d25e9 First render may not have known scene dimensions 2016-08-14 09:05:52 +02:00
Magnus Norddahl af62352860 Fix uninitialized data in render buffers at creation 2016-08-14 09:05:52 +02:00
Magnus Norddahl 847d2e8862 Fix viewport not being updated when resizing window when no scene is active 2016-08-14 09:05:51 +02:00
Magnus Norddahl 4e38f31a86 Change GetClientWidth/GetClientHeight on macOS to grab size from view.
Fix that GetClientWidth/Height returns 0 when queried before initial show.
Allow window to be resizable on macOS.
2016-08-14 09:05:51 +02:00
Magnus Norddahl 647ef5d029 Fix blur shader to use RenderScreenQuad 2016-08-14 09:05:50 +02:00
Magnus Norddahl 210fce1193 Fix bloom shader missing its target 2016-08-14 09:05:50 +02:00
Magnus Norddahl 4ecb77385d GetScreenshotBuffer bug fix 2016-08-14 09:05:49 +02:00
Magnus Norddahl d5b122b092 Fix GetScreenshotBuffer grabbing from wrong location 2016-08-14 09:05:48 +02:00
Magnus Norddahl c817979eae Remove GetTrueHeight from GL renderer and concentrate all viewport calculations in SetOutputViewport 2016-08-14 09:05:48 +02:00
Magnus Norddahl f56250b910 Remove premultiplied alpha 2016-08-14 05:10:34 +02:00
Christoph Oelckers 353a464f5b - fixed: The 2D texture drawer did not reset the render state's color so any previously set desaturation would persist. 2016-08-13 22:15:00 +02:00
Christoph Oelckers 34c62c4d33 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-12 09:23:24 +02:00
Major Cooke 9dd458030e This isn't needed. It's already checked at this point. 2016-08-12 09:17:21 +02:00
Major Cooke 7ffccd0009 Fixed: RGF_KILLED was not part of the mask.
- Greatly optimized DoRadiusGive by putting actor flag checking first ahead of pointer, classname and species checking.
2016-08-12 09:17:20 +02:00
Major Cooke ec14dd94a7 A_Explode now returns the number of actors damaged and can be used in expressions.
- Enemies that do not take damage in any way are not counted.
2016-08-12 09:17:20 +02:00
yqco ee7d933ed6 Add assert for previous I_Error condition 2016-08-11 04:47:17 -06:00
yqco 054f5c963e Use verbose error message with DECORATE array indices 2016-08-11 04:22:37 -06:00
Christoph Oelckers 0fdd80eae7 - removed debug Printf. 2016-08-10 16:32:31 +02:00
Christoph Oelckers 0e5a3ebe50 - fixed bad function call in vertex buffer init code. 2016-08-10 00:35:42 +02:00
Christoph Oelckers 36a4352867 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-09 20:15:35 +02:00
Christoph Oelckers b4e712ab01 - made disabling the push window check a real compatibility option.
No idea why this was a hidden one, this one definitely needs to be in the menu.

- set some required compatibility options for Super Sonic Doom.
2016-08-09 20:15:13 +02:00
Christoph Oelckers 7104b01193 - added Hexen compatible handling to specials that stop perpetual sector movement.
This uses the same logic as Eternity.
2016-08-09 17:09:12 +02:00
Christoph Oelckers 054dd8e5d9 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-09 15:11:41 +02:00
Christoph Oelckers 6b27d0c3ba - fixed: FPolyObj::RecalcActorFloorCeil altered the floorz of all actors in the same blockmap block as the polyobject, even when they were nowhere near its bounding box.
This fix is still incomplete, it should really discard everything outside the polyobject, not outside its bounding box, but at least it eliminates the most severe occurences of dislocated items.
2016-08-09 15:11:11 +02:00