Magnus Norddahl
|
2403d1b7e5
|
Update the license for the postprocessing source code
|
2020-01-03 05:42:37 +01:00 |
|
Christoph Oelckers
|
afb1d7b885
|
- changed a few licenses of my own code to something more permissive.
|
2020-01-02 19:38:47 +01:00 |
|
Rachael Alexanderson
|
a6bf1c3026
|
- oops, didn't mean to change this line (I blindly copied the function over)
|
2020-01-02 00:15:19 -05:00 |
|
Rachael Alexanderson
|
21ba23f36d
|
- pull most recent video scale changes from gzdoom
|
2020-01-01 23:42:09 -05:00 |
|
Rachael Alexanderson
|
6a17e3910b
|
- relicense my reused GZDoom code as BSD
|
2020-01-01 08:59:40 -05:00 |
|
Christoph Oelckers
|
bcb48d8441
|
- added handling for changing the screen size (dragging the window borders / change scale factor)
|
2020-01-01 09:49:06 +01:00 |
|
Christoph Oelckers
|
98604e513e
|
- set up the scene viewport for the postprocessor.
|
2019-12-31 20:11:31 +01:00 |
|
Christoph Oelckers
|
ad24a1ce31
|
- place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
|
2019-12-30 20:16:51 +01:00 |
|
Christoph Oelckers
|
d80159b76a
|
- use glVertexAttrib consistently for the presentation drawcall.
- fixed vid_saturation default and adjusted ranges for gamma correction CVARs.
|
2019-12-29 14:35:24 +01:00 |
|
Magnus Norddahl
|
26dbf5fe10
|
Fix black screen
|
2019-12-29 05:10:36 +01:00 |
|
Christoph Oelckers
|
737bf15ad8
|
- added GZDoom's postprocessing/presentation code.
Compiles but only draws a black screen. Something must be missing but no idea yet what that might be.
|
2019-12-28 22:36:47 +01:00 |
|
Christoph Oelckers
|
a021b96119
|
- added the needed parts of GZDoom's render backend to have the postprocessor working.
Not hooked up yet.
|
2019-12-28 18:20:47 +01:00 |
|
Christoph Oelckers
|
62e9112133
|
- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
|
2019-12-26 14:04:53 +01:00 |
|
Christoph Oelckers
|
5bd32cf769
|
- fixed: Voxel setup code wasn't called anymore.
|
2019-12-25 00:30:13 +01:00 |
|
Christoph Oelckers
|
141887263d
|
- header cleanup
|
2019-12-23 21:19:42 +01:00 |
|
Christoph Oelckers
|
62ecedf1f8
|
- got it to the point where it can render to the GL surface from the native backend.
|
2019-12-23 19:37:40 +01:00 |
|
Christoph Oelckers
|
a1f7f0cc30
|
- added the GL framebuffer class.
Everything compiles again but obviously no init code will run for now.
|
2019-12-23 15:40:17 +01:00 |
|
Christoph Oelckers
|
6e9631f2d8
|
- fixed all undefined symbols except OpenGLFrameBuffer.
|
2019-12-23 10:53:58 +01:00 |
|