Christoph Oelckers
643b969dff
- added another weird Build specialty: no vertical sprite offset flipping for face sprites.
...
Just... why...? :?
2021-04-20 19:37:32 +02:00
Christoph Oelckers
ccdf9d13f1
- do not render sprites that are extremely close to the camera.
...
These can temorarily cover the entire screen so everything with a distance of less than 4 map units will now be skipped if it is a face sprite.
2021-04-20 00:15:11 +02:00
Christoph Oelckers
5c306c61d6
- better fix for shadow rendering.
2021-04-14 14:46:15 +02:00
Christoph Oelckers
ef95754e87
- fixed bad texture checks.
2021-04-11 18:38:26 +02:00
Christoph Oelckers
2e191f2742
- consolidated the SetLightAndFog code fragments.
2021-04-10 10:34:20 +02:00
Christoph Oelckers
c9483353ff
- some more translucency checks.
2021-04-08 19:56:18 +02:00
Christoph Oelckers
1362a7ebc5
- added extended translucency support and did a bit of code consolidation.
2021-04-08 19:45:18 +02:00
Christoph Oelckers
59f18f5fa7
- ensure that all HWSprites are oriented with z1 > z2.
...
This is required by the sorting code to work as intended.
2021-04-07 12:31:47 +02:00
Christoph Oelckers
d193e199f1
- reorganized hightile offset storage.
2021-04-06 15:55:33 +02:00
Christoph Oelckers
e30dc82676
- Cleanup of the voxel code.
...
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
Mitchell Richters
172e3996bb
- HWSprite::Process()
: Added x-off-by-one-fix for sprites similar to yspans from b7bad558da
.
2021-04-05 19:37:00 +10:00
Christoph Oelckers
d76c2ccc34
- voxel rotation.
2021-04-04 13:24:33 +02:00
Christoph Oelckers
d71ebace97
- fixed fog density of the new renderer.
...
The actual value needs to be a lot lower than for Polymost due to the different projection.
2021-04-03 22:51:31 +02:00
Christoph Oelckers
7446d0441b
- use LGPLv2 for all Raze specific render code.
2021-04-02 18:22:54 +02:00
Christoph Oelckers
638f19172a
- voxel rendering.
...
The stock voxels of Blood and SW seem to work so far, but not all edge cases have been tested.
2021-04-02 18:20:07 +02:00
Christoph Oelckers
e1df17964e
- fixed handling of SW's shadows.
...
An out of range shade will only work without fog.
2021-04-01 19:10:43 +02:00
Christoph Oelckers
ab9c7de147
- use texture clamping for all sprites.
2021-03-29 20:18:49 +02:00
Christoph Oelckers
18cf208b7d
- fixed SW shadows in new renderer.
...
shade clamping and full sprite sort was missing,
2021-03-28 22:29:13 +02:00
Christoph Oelckers
0ae93318e3
- flip camera textures to have the correct orientation.
2021-03-28 21:00:24 +02:00
Christoph Oelckers
d9ff2fd1e2
- used display size for all texture positioning.
2021-03-28 18:22:30 +02:00
Christoph Oelckers
b7bad558da
- added y-off-by-one-fix for y-centered sprites.
2021-03-28 12:05:29 +02:00
Mitchell Richters
ffb956749d
- HWSprite::Process()
: Fix yoff
adjustment when spr->cstat & CSTAT_SPRITE_YCENTER
.
2021-03-28 20:46:50 +11:00
Christoph Oelckers
9f48b36627
- redid sprite projection math.
2021-03-28 10:49:34 +02:00
Christoph Oelckers
fa44d75e98
- draw regular sprites.
...
Mostly functional, but the projected size is off.
2021-03-27 23:12:41 +01:00
Christoph Oelckers
d0f38d7362
- wall sprite WIP.
2021-03-27 13:22:34 +01:00
Christoph Oelckers
1dfb2672a8
- flat sprite rendering!
2021-03-26 20:28:44 +01:00