Christoph Oelckers
|
ddbb8d79c1
|
- handle the player sprite when crossing a portal.
|
2016-04-07 21:13:37 +02:00 |
|
Christoph Oelckers
|
7df1a8ae81
|
- adjusted FGLLinePortal to recent changes in line_t.
|
2016-04-07 17:41:06 +02:00 |
|
Christoph Oelckers
|
af78937a15
|
- updated GL renderer.
|
2016-04-02 23:17:16 +02:00 |
|
Christoph Oelckers
|
a27181cb0b
|
- partial adjustments.
No point changing all the viewx/y/z stuff when that is about to get floatified next.
|
2016-03-31 21:42:27 +02:00 |
|
Christoph Oelckers
|
cadd8f2d4a
|
- made adjustments for changes to linedef delta.
|
2016-03-29 16:31:58 +02:00 |
|
Christoph Oelckers
|
ef9f3da31d
|
- do not use the precalculated coordinates for non-linked portals because they are not static.
|
2016-03-04 14:41:24 +01:00 |
|
Christoph Oelckers
|
dbd89c2702
|
- refactoring of portal grouping for the renderer, to allow more efficient clipping.
|
2016-03-04 14:10:13 +01:00 |
|
Christoph Oelckers
|
213d7a75c2
|
- fixed: r_showviewer must always be true when rendering a mirror portal.
|
2016-02-26 12:09:59 +01:00 |
|
Christoph Oelckers
|
3683a8ac58
|
- implemented line-to-line portal rendering. So far working for two-sided portal lines - one-sided yet to come.
|
2016-02-06 12:32:47 +01:00 |
|
Christoph Oelckers
|
297cf52ac9
|
- copied line portal code from portal branch and made some adjustments to make it compile. Portal rendering is not yet working.
|
2016-02-06 05:17:47 +01:00 |
|
Christoph Oelckers
|
3c16a23865
|
- when rendering mirrors, discard subsectors lying behind them.
|
2016-01-27 12:02:43 +01:00 |
|
Christoph Oelckers
|
ef7bcb3a66
|
- implement Eternity-Style flat and horizon portals. Not tested yet due to lack of material to work with.
|
2016-01-11 15:07:58 +01:00 |
|
Christoph Oelckers
|
d868f60f6c
|
- since the clip planes for plane mirrors did not work anymore I reimplemented them using shader based logic. It still needs to be seen if this affects performance on older hardware.
|
2014-07-13 12:14:12 +02:00 |
|
Christoph Oelckers
|
c39318f406
|
- use vertex buffer and reuse of data for stencil drawing. A stencil needs to be drawn multiple times with the same polygons so this is a good place to optimize.
|
2014-05-31 09:32:17 +02:00 |
|
Christoph Oelckers
|
399d0974ab
|
- added GL render as of SVN revision 1600.
|
2013-06-23 09:49:34 +02:00 |
|