plagman
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ad1091b2df
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Light culling and proper diffuse material.
git-svn-id: https://svn.eduke32.com/eduke32@1233 1a8010ca-5511-0410-912e-c29ae57300e0
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2009-03-08 20:38:51 +00:00 |
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plagman
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3da52aede8
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Update TODO list to current state of things.
git-svn-id: https://svn.eduke32.com/eduke32@1232 1a8010ca-5511-0410-912e-c29ae57300e0
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2009-03-03 21:12:17 +00:00 |
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plagman
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dec76c4907
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Glue code between internal light source management and the game.
git-svn-id: https://svn.eduke32.com/eduke32@1227 1a8010ca-5511-0410-912e-c29ae57300e0
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2009-02-14 14:31:58 +00:00 |
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plagman
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dba29b0fbe
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Shader Model 3 "compatibility" for multilights. The light count will be arbitrarily limited and performance will be suboptimal, but it should work.
git-svn-id: https://svn.eduke32.com/eduke32@1222 1a8010ca-5511-0410-912e-c29ae57300e0
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2009-02-05 08:56:59 +00:00 |
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plagman
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03b6403312
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Very tentative attempt at backwards-compatible multi-lights.
git-svn-id: https://svn.eduke32.com/eduke32@1219 1a8010ca-5511-0410-912e-c29ae57300e0
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2009-01-23 10:59:18 +00:00 |
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plagman
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91c6cf8f7a
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Multiple light sources and repair the indentation fuckup caused by the transition to normalized integer types.
git-svn-id: https://svn.eduke32.com/eduke32@1212 1a8010ca-5511-0410-912e-c29ae57300e0
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2009-01-16 05:03:12 +00:00 |
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plagman
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d1b9aa4c5c
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I'm about to change the core lighting code pretty deeply and I'll be happy to have this revision as a working backup after I screw everything up.
git-svn-id: https://svn.eduke32.com/eduke32@1211 1a8010ca-5511-0410-912e-c29ae57300e0
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2009-01-14 14:13:51 +00:00 |
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terminx
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9095a4911d
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git-svn-id: https://svn.eduke32.com/eduke32@1206 1a8010ca-5511-0410-912e-c29ae57300e0
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2009-01-10 07:38:50 +00:00 |
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terminx
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d6914ed108
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ass rape
git-svn-id: https://svn.eduke32.com/eduke32@1205 1a8010ca-5511-0410-912e-c29ae57300e0
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2009-01-09 09:29:17 +00:00 |
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terminx
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c94b4d63cb
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separate objects for polymost.c/mdsprite.c/hightile.c and friends
git-svn-id: https://svn.eduke32.com/eduke32@1173 1a8010ca-5511-0410-912e-c29ae57300e0
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2008-12-02 10:44:39 +00:00 |
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plagman
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f062dafaed
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Light my fire.
git-svn-id: https://svn.eduke32.com/eduke32@1170 1a8010ca-5511-0410-912e-c29ae57300e0
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2008-11-29 20:16:19 +00:00 |
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plagman
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0c869a2254
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Fullbright/glow material bit.
git-svn-id: https://svn.eduke32.com/eduke32@1169 1a8010ca-5511-0410-912e-c29ae57300e0
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2008-11-27 23:00:57 +00:00 |
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plagman
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b50b229c1d
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Detail map material bit.
git-svn-id: https://svn.eduke32.com/eduke32@1168 1a8010ca-5511-0410-912e-c29ae57300e0
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2008-11-27 22:26:46 +00:00 |
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plagman
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f0c5278293
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Added model animation interpolation in the material system.
git-svn-id: https://svn.eduke32.com/eduke32@1167 1a8010ca-5511-0410-912e-c29ae57300e0
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2008-11-27 16:19:24 +00:00 |
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plagman
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b60ee26a25
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Moved sprite flipping in the material code and implemented polymost texture scaling.
git-svn-id: https://svn.eduke32.com/eduke32@1164 1a8010ca-5511-0410-912e-c29ae57300e0
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2008-11-26 17:24:08 +00:00 |
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plagman
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e884cef8df
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Factor the material code that's all over the place.
git-svn-id: https://svn.eduke32.com/eduke32@1163 1a8010ca-5511-0410-912e-c29ae57300e0
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2008-11-26 14:22:07 +00:00 |
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plagman
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b8c7125222
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Diffuse map bit and _prprograminfo for storing possible uniform and attributes locations.
git-svn-id: https://svn.eduke32.com/eduke32@1162 1a8010ca-5511-0410-912e-c29ae57300e0
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2008-11-26 08:37:14 +00:00 |
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plagman
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0f385d3021
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Material/program validation and diffuse modulation bit.
git-svn-id: https://svn.eduke32.com/eduke32@1154 1a8010ca-5511-0410-912e-c29ae57300e0
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2008-11-25 11:32:49 +00:00 |
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plagman
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bd98e3676b
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In a material world...
git-svn-id: https://svn.eduke32.com/eduke32@1153 1a8010ca-5511-0410-912e-c29ae57300e0
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2008-11-25 10:42:22 +00:00 |
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plagman
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08923413f2
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Polymer GPU program management stuff.
git-svn-id: https://svn.eduke32.com/eduke32@1152 1a8010ca-5511-0410-912e-c29ae57300e0
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2008-11-25 09:07:38 +00:00 |
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terminx
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d9867cfaaf
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Moved build to a subdir underneath the eduke32 dir to avoid people trying to compile from the build src dir by mistake
git-svn-id: https://svn.eduke32.com/eduke32@1105 1a8010ca-5511-0410-912e-c29ae57300e0
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2008-10-20 03:09:19 +00:00 |
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