Sryder
64fb7f90f0
Add a cvar for sprite billboarding, off by default.
2019-05-06 16:57:32 +01:00
Steel Titanium
98c5a2c0f5
Generic model terminology
2019-05-02 22:55:45 -04:00
TehRealSalt
8f4d93995b
Merge v1
2019-05-02 17:51:54 -04:00
TehRealSalt
f1f664e9b1
Merge v1
2019-05-02 01:36:19 -04:00
Jaime Passos
2a3e885b9a
01052019
2019-05-01 19:37:42 -03:00
Sryder
913d5dd595
OpenGL sprite billboarding
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Should work on both normal and precipitation sprites.
Sprites that are split by lighting should work correctly.
2019-05-01 20:15:00 +01:00
Latapostrophe
dab5469b4a
Terminology changes
2019-04-23 23:49:46 +02:00
Latapostrophe
60428fbc29
Add option to turn off the PLAY default md2
2019-04-22 11:29:44 +02:00
toaster
0e3b95873f
Missed a spot. Turns out this probably needed a minor refactoring, too.
2019-04-19 17:55:36 +01:00
toaster
f269097180
Don't adjust lightlevel EVERY splitsprite loop, only the ones where lightlevel is modified.
2019-04-19 17:46:42 +01:00
TehRealSalt
a3d2b48329
Fix up more stuff
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Now in a mergable state
2019-04-18 12:20:13 -04:00
toaster
e676cd89ea
* Add FF_SEMIBRIGHT.
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* Ranges between full brightness to half-brightness (50% of fullbright effect).
* Has both software and GL support (I think - GL needs to be doublechecked, but I think it's just GL being murky in general).
* Used by Rings.
* Backport FF_GLOBALANIM and FF_RANDOMANIM extensions to FF_ANIMATE from 2.2.
* Rings use the former instead of their own hacky solution to the problem.
* Also backport FF_VERTICALFLIP, because why not.
* Inverts sprite relative to gravity. I remember wanting this for the flipped death sprite for Jawz, but then Oni drew his own frame for that, so it doesn't matter.
* Refactor vissprite struct a tad, given I did so in internal where I pulled most of these improvements from.
* Should be no in-game affect; let me know if you notice any regressions.
2019-04-17 18:46:35 +01:00
Jaime Passos
0ff96207c7
More Softwarification
2019-04-14 19:08:59 -03:00
Jaime Passos
e049e122de
fix skyboxes AGAIN
2019-04-13 18:47:09 -03:00
Jaime Passos
b5a579f254
cleanup?
2019-04-12 16:35:28 -03:00
wolfy852
aec9e721dc
Generic model terminology
2019-04-12 00:35:35 -05:00
Jaime Passos
7abd0185a8
Remove dup_ variables
2019-04-07 14:27:52 -03:00
Jaime Passos
19dc9c103e
fix fog
2019-04-07 01:25:55 -03:00
Jaime Passos
4548b4bb13
The player should be able to toggle shaders
2019-04-07 00:09:53 -03:00
Jaime Passos
fbc3e27592
stuff
2019-04-06 23:33:34 -03:00
Jaime Passos
76fa343ea1
fix postprocessor
2019-03-21 18:33:03 -03:00
wolfy852
963cbf4671
Merge branch 'next' into md3-vanilla-kart
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# Conflicts:
# src/hardware/r_opengl/r_opengl.c
2019-03-20 19:50:20 -05:00
Jaime Passos
dbd7a71fb3
add SHADERS comment support
2019-03-19 18:52:41 -03:00
Jaime Passos
3a34a13118
PK3 support
2019-03-19 18:25:55 -03:00
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
6dd5037ef1
add vertex shaders
2019-03-18 19:17:47 -03:00
Jaime Passos
fd5fb73671
gl4
2019-03-17 22:27:50 -03:00
fickleheart
b085355bdd
Move fov cvar out of OGL-specific code
2019-02-23 10:18:20 -06:00
Sal
a17824ac76
Merge branch 'default-md2' into 'next'
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Default model for players
See merge request KartKrew/Kart-Public!27
2019-01-15 03:42:19 -05:00
mazmazz
aae6eb945d
Merge remote-tracking branch 'kart-public-gl/next' into md3-vanilla-kart
2019-01-10 22:08:37 -05:00
Latapostrophe
654901a4b5
use PLAY as default player MD2 if avaiable.
2019-01-08 18:57:10 +01:00
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
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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
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MD2/MD3 now works, with the exception of WAD textures for some odd reason
2019-01-07 04:30:47 -05:00
SeventhSentinel
1d58c6b8c2
merge srb2 next
2019-01-05 15:59:23 -05:00
mazmazz
81352aece1
WIP 20190101 merge
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d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
mazmazz
f7f0c3bbf6
Merge branch 'timedemo-revise' into md3-vanilla
2018-12-29 12:09:32 -05:00
mazmazz
670107ed63
Add framecount increment to HWR_RenderPlayerView
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Analogue to R_RenderPlayerView; used for timedemo FPS reading
2018-12-27 23:05:06 -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
mazmazz
dcc17021b5
Merge tag 'SRB2_release_2.1.23' into md3-vanilla-ssn
2018-12-26 22:55:25 -05:00
Arthur
c696a9c5a2
Removed all glBegin/glEnd references
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MD2/MD3 now works, with the exception of WAD textures for some odd reason
2018-12-23 17:00:11 -05:00
Digiku
7920dbe4a8
Merge branch 'float_equal' into 'master'
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Clear Float equal warnings
See merge request STJr/SRB2!383
2018-12-20 16:58:37 -05:00
mazmazz
7c5e508f40
Change 0.05 to 0.05f
2018-12-18 16:59:59 -05:00
Azeonus
ae590779f9
dispoffset OGL fix [by Azeonus]
2018-12-18 16:50:03 -05:00
Alam Ed Arias
261e1e623c
Clear float equal warnings
2018-12-14 20:34:06 -05:00
TehRealSalt
4507ee18fd
Merge remote-tracking branch 'srb2public/next' into merge-next
2018-11-29 08:49:50 -05:00
Sryder
fa24e37526
Rotate All MD2s to match their standing slopes
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Needs to be tested in gravity flip
Also flips the normal on linedef based slopes so that it's facing the correct direction
Also makes it so slopelaunch doesn't always remove the standingslope (going down some slopes would cause it to be constantly unset and reset)
2018-11-26 00:17:34 +00:00
Monster Iestyn
24f14fc526
Merge branch 'master' into fof-slope-skew-backport
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# Conflicts:
# src/r_segs.c
2018-11-23 22:40:28 +00:00