Commit graph

23 commits

Author SHA1 Message Date
Christoph Oelckers
c9578ae72d - create vertex buffer data for horizon portals in the constructor instead of in the draw function.
This was the last remaining place where the vertex buffer was accessed in the render pass.
2016-08-26 18:18:50 +02:00
Christoph Oelckers
c5db5dff99 - fixed a crash when initializing the GL portal data for an incomplete or inactive portal. Also did a bit of cleanup on this code, the 'delta' member was never used. 2016-07-16 12:45:49 +02:00
Christoph Oelckers
7b99c883e1 - use the exact same semantics and methods to handle player visibility as in the software renderer.
This fixes invisible player sprites in recursive line portals.
2016-06-18 12:14:20 +02:00
Christoph Oelckers
d84e079282 - render partial sprites oon the back side of a portal for actors in front of it. This is needed because the stencil will clip away those parts. 2016-04-30 16:57:53 +02:00
Christoph Oelckers
70bf649364 - added clip planes for line portals and mirrors. This should eliminate the remaining problems with some visible geometry in front of the portal, it is also necessary to handle sprite splitting across line portals properly. 2016-04-29 12:26:57 +02:00
Christoph Oelckers
21283b18f4 - preparations for using clip planes on line portals. 2016-04-29 01:48:06 +02:00
Christoph Oelckers
1c7b512cc0 - GL handling of new portal data organization.
This also fixes some oversights with plane and horizon portals which were included in several checks.
2016-04-20 20:08:53 +02:00
Christoph Oelckers
0d7bd368fa - added some fudging to draw the outer linedefs of a portal area.
This is needed so that polyportals get rendered correctly. For non-polyportals these will normally be outside the portal window and just be discarded.
2016-04-17 15:46:04 +02:00
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