Christoph Oelckers
29b0106a96
- fixed yet another problem with the local 'sprite' variables in HWWall causing problems.
...
This variable and its companions in HWFlat and HWSprite have now been renamed to avoid these issues.
2021-05-07 00:09:30 +02:00
Christoph Oelckers
aa6bd8ffcc
- factor in angoff when placing sprites.
2021-04-25 11:58:03 +02:00
Christoph Oelckers
643b969dff
- added another weird Build specialty: no vertical sprite offset flipping for face sprites.
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Just... why...? :?
2021-04-20 19:37:32 +02:00
Christoph Oelckers
ccdf9d13f1
- do not render sprites that are extremely close to the camera.
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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.
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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.
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* 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.
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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.
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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.
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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.
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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.
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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