Commit Graph

23 Commits

Author SHA1 Message Date
Christoph Oelckers 120a985b98 - disable palette transparency for color 255 when running an animation.
There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
2019-12-25 14:13:15 +01:00
Christoph Oelckers dc60c7f72e - fixed use of brightmaps.
Due to the blending they are essentially inactive on translucent content and Duke Nukem heavily abuses this.
2019-11-15 20:51:02 +01:00
Christoph Oelckers 79561ace09 - use the precalculated or script-specified fade colors, if present. 2019-11-10 21:11:17 +01:00
Christoph Oelckers b6a3a60251 - console output is functional. 2019-11-06 23:40:10 +01:00
Christoph Oelckers de829128ea - hooked up the 2D drawer
compiles but not tested yet.
2019-11-05 23:35:38 +01:00
Christoph Oelckers bb4a19cf3a - added a few more texture formats to FHardwareTexture.
For brightmaps we do not need full RGBA8 data with mipmaps - RGBA2 without mipmaps is fully sufficient here and will save a lot of video memory.
2019-10-19 23:14:36 +02:00
Christoph Oelckers 7d2f61db2e - converted all boolean parameters of the shader into a single flag word.
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
2019-10-19 22:46:37 +02:00
Christoph Oelckers d4fc13fba5 - cleaned up the sampler manager's content names and added the missing types to allow easier switching between indexed (no filtering) and non-indexed (filter as per user option). 2019-10-19 19:10:09 +02:00
Christoph Oelckers e2f9e12efb - implemented shade level based depth fading for the true color renderer. 2019-10-19 16:35:06 +02:00
Christoph Oelckers cd7bbe35a8 - removed all legacy fog code. 2019-10-19 15:52:46 +02:00
Christoph Oelckers bc986b8054 - make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line.
- increased cache size to 200 MB (Note: The cache really needs to be replaced with something better that can adapt better to a system's RAM size.)
2019-10-19 10:22:02 +02:00
Christoph Oelckers 00d59459a1 - fixed creation of true color textures and disabled fog in palette mode.
The fog should go away entirely but in palette mode it made everything too dark.
2019-10-18 22:09:19 +02:00
Christoph Oelckers 542994cc20 - added lookup for brightmap palettes. 2019-10-18 12:11:53 +02:00
Christoph Oelckers 530a9944f7 - texture loader redone but not tested yet
Models are currently non-functional and need to reroute their texture handling to the global texture manager instead of handling everything themselves.

Voxels also need a bit of work to make their texture management more automated.
2019-10-18 11:37:07 +02:00
Christoph Oelckers c6514949e3 - texture creation WIP. 2019-10-18 00:20:27 +02:00
Christoph Oelckers 13115ad217 - another crash in Blood 2019-10-08 01:37:43 +02:00
Christoph Oelckers 7131fe6c6e - use separate textures for the palswap shade tables.
This creates a lot less mess than one big texture and also allows easier use of texelFetch in the server which is preferable for data textures.
2019-10-08 01:08:08 +02:00
Christoph Oelckers 06e9a60190 - nothing 2019-10-08 00:02:37 +02:00
Christoph Oelckers dfaa162bb2 - finished the palswap handling in the palette manager. 2019-10-07 22:11:09 +02:00
Christoph Oelckers c050a0c4c8 - changed palswap management to handle the size of full lookup tables. 2019-10-07 00:34:15 +02:00
Christoph Oelckers 620897ecdd fix 2019-10-07 00:14:41 +02:00
Christoph Oelckers 7713860b63 wip. 2019-10-07 00:14:16 +02:00
Christoph Oelckers 734d8b7d1e - moved the palette management into the backend. 2019-10-06 21:15:53 +02:00