Commit graph

72 commits

Author SHA1 Message Date
Jaime Passos
843498ef4a Improve custom shader support 2019-03-19 17:37:04 -03:00
Jaime Passos
cfc5bd4ac7 custom shader support 2019-03-18 23:03:29 -03:00
Jaime Passos
35459caea7 md3-vanilla 2019-03-18 18:34:20 -03:00
Jaime Passos
fd5fb73671 gl4 2019-03-17 22:27:50 -03:00
Arthur
f41951bfb1 Eliminate some old GL functions so we don't slide back into bad habits! 2019-01-07 04:34:16 -05:00
Arthur
2b8f49fd5e Removed gr_voodoocompatibility as even low-power mobile devices do not have this limitation
No longer using byte2float in DrawPolygon -- use the surface color data directly
Vertex Buffer Objects for non-interpolated model frames
Removed some old unused paletted texture stuff
2019-01-07 04:33:22 -05:00
Arthur
9617e604bb Removed all glBegin/glEnd references
MD2/MD3 now works, with the exception of WAD textures for some odd reason
2019-01-07 04:30:47 -05:00
Arthur
797023102b Support for 'tinyframes', and lots more optimization 2019-01-07 04:21:44 -05:00
Arthur
e67c1bee5d Common model format, with MD2/MD3 loading 2019-01-07 04:21:43 -05:00
Arthur
60afa76c3a Eliminate some old GL functions so we don't slide back into bad habits! 2018-12-27 22:10:10 -05:00
Arthur
c0fbd2f841 Removed gr_voodoocompatibility as even low-power mobile devices do not have this limitation
No longer using byte2float in DrawPolygon -- use the surface color data directly
Vertex Buffer Objects for non-interpolated model frames
Removed some old unused paletted texture stuff
2018-12-27 00:35:29 -05:00
Arthur
c696a9c5a2 Removed all glBegin/glEnd references
MD2/MD3 now works, with the exception of WAD textures for some odd reason
2018-12-23 17:00:11 -05:00
Arthur
9f71cbecda Support for 'tinyframes', and lots more optimization 2018-12-18 17:52:47 -05:00
Arthur
b762dc7bca Common model format, with MD2/MD3 loading 2018-12-18 17:52:45 -05:00
Monster Iestyn
eebdbc21f2 Removed all remaining traces of VID_X11 code in hw_drv.h and hw_data.h, the macro is no longer used by Linux etc versions of SRB2.
Unlike the rest of the commits in this branch (as of writing), I didn't make this commit between 1 and 2 years ago, I made it right now ;)
2018-10-27 19:58:51 +01:00
Sryder
9c1bf9798a Revert "Fix screenshot functionality in fullscreen in SDL2"
This reverts commit 83d4f29367.

The reason I am reverting this is because the last commit actually fixes the *old* screenshot functionality, as the screen is being drawn back onto the buffer after they're swapped in the "real" size. Meaning the old function actually works perfectly fine now.
2018-03-18 18:33:53 +00:00
Sryder
83d4f29367 Fix screenshot functionality in fullscreen in SDL2 2018-03-08 22:28:38 +00:00
Sryder
e6dff75aab Optimise the screen texture setup for SDL2, Post-processor, and wipes.
Only use glCopyTexImage2D when first creating the screen texture, use glCopyTexSubImage2D anytime after that as it does not define a new texture each time.
Flushing of the screen textures has been implemented for when the screen size changes (so that the screen textures don't stay at a wrong size) and the game is closed, I believe they would leave a memory leak before.
2018-03-07 22:55:21 +00:00
Monster Iestyn
2b1fb67a5f DrawMD2i: change duration and tics to INT32, fix up any related code 2017-10-30 19:12:51 +00:00
Ronald Kinard
d8484a86e0 Virtual resolutions in OpenGL
Also made fades use core functions if they are available.
2014-11-13 18:06:38 -06:00
Alam Ed Arias
f03e591f64 change SDL into HAVE_SDL 2014-07-25 19:10:24 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00