Christoph Oelckers
45ef7bca4f
- fixed: FTexture::SmoothEdges must forward its result to the base texture in case a redirection is in effect.
...
Both need the bMasked flag, or some code will think that the texture is not fully opaque if no holes were found.
2018-11-17 18:55:44 +01:00
Christoph Oelckers
08fe9c375b
- use the same formula for calculating 3DMidTex offsets as the renderer when per-sidedef scaling is used.
...
This reuses the FTexCoordInfo class the hardware renderer had been using to calculate wall texture offsetting.
The software renderers still need this sorted out to bring them in line with the rest of the code, though, but they do not have this code sufficiently well organized to make this a straightforward task.
2018-11-17 18:24:14 +01:00
Christoph Oelckers
91df3f8c73
- added option to disable alpha testing for user shaders.
2018-10-31 15:56:20 +01:00
Christoph Oelckers
0c8b36e121
- moved the texture resizer to hwrenderer.
...
This is pure math and will be shareable with Vulkan.
2018-10-29 13:18:48 +01:00
Christoph Oelckers
9a03ba3cc5
- renamed FRenderState to FGLRenderState.
2018-10-20 13:05:36 +02:00
Christoph Oelckers
5b7d3c91f9
- defaulted constructors and assignment operators of several trivial types.
2018-08-25 23:51:36 +02:00
Magnus Norddahl
8a500a25f5
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
Christoph Oelckers
7817e6a7b2
- moved the texture binding code back to the OpenGL specific parts.
...
turns out that this cannot be consolidated with Vulkan because the semantics are far too different here.
2018-07-14 13:05:49 +02:00
Christoph Oelckers
69a3271440
- removed the unused feature to allow animated material layers.
...
This was a relic from trying to support ZDoomGL's texture shader system but would make texture management with Vulkan significantly more complicated because it would require dynamic descriptor set management for textures which can cause a lot of overhead.
2018-07-14 12:10:41 +02:00
usernameak
292458ee2d
Custom hardware shaders now can use custom texture units
2018-07-14 12:01:54 +02:00
Christoph Oelckers
8486cd2c0e
- fixed generation of brightmaps for sprites.
...
This forgot to take the added empty border for filtering improvement into account.
2018-06-10 08:22:07 +02:00
Magnus Norddahl
31abe3df7e
- avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
...
- remove gl_ prefix for model functions that are no longer GL specific
2018-05-21 17:52:03 +02:00
Christoph Oelckers
0d7c2527f2
- finished decal render refactoring.
...
Decals will now be processed into a list in the processing pass, allowing to use the vertex buffer even on GL3 hardware and to offload this part of the work to a multithreaded worker task.
2018-04-27 20:18:52 +02:00
Christoph Oelckers
bc8f47444f
- texture precaching also moved to hwrenderer/.
2018-04-25 00:07:46 +02:00
Christoph Oelckers
e24b597ae4
- got rid of the gl_info substructure in FTexture and moved all elements into the main class.
2018-04-24 23:51:19 +02:00
Christoph Oelckers
1a024a9f54
- moved gl_material into hwrenderer/.
2018-04-24 23:39:58 +02:00