Commit graph

12 commits

Author SHA1 Message Date
Christoph Oelckers
e84acb7e2f - invalidate the render state after finishing a frame.
Last bound textures in particular may not be valid anymore in the next frame in movie playback.
2020-01-05 09:38:44 +01:00
Magnus Norddahl
0714155e3a Fix ssao no longer working 2020-01-04 09:54:47 +01:00
Magnus Norddahl
13a7b7d4b2 Hook up gl_ssao 2020-01-03 18:34:43 +01:00
Christoph Oelckers
6135e388ed - changed the remaining license headers from GZDoom's renderer's files, in agreement with all contributors to this code. 2020-01-03 08:03:29 +01:00
Magnus Norddahl
066f444dd0 Hook up vid_fps 2020-01-03 06:28:25 +01:00
Magnus Norddahl
2403d1b7e5 Update the license for the postprocessing source code 2020-01-03 05:42:37 +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
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