Monster Iestyn
9e3e9a3248
Merge branch 'opengl-hud-scale-fix' into 'master'
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OpenGL HUD scaling fix
See merge request STJr/SRB2!320
2018-11-14 16:48:13 -05:00
Alam Ed Arias
45c8920bb1
Clean up warnings
2018-11-14 10:52:16 -05:00
Monster Iestyn
0ed4efdb58
Fix V_SNAPTOx code to consider dupx/dupy the same way as Software mode
2018-11-13 18:13:51 +00:00
Monster Iestyn
2373a6d209
fix using abs() on unsigned
2018-11-10 17:40:09 +00:00
Monster Iestyn
58c8cbf71d
Whoops, this broke my non-NEWCLIP test build
2018-11-10 16:10:25 +00:00
Monster Iestyn
210ea25a1b
Made some efforts to improve efficiency of new code, hard to tell if I've made it better or worse though honestly
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R_IsEmptyLine is now a thing too btw
2018-11-10 16:09:21 +00:00
Monster Iestyn
ad860e0d01
More progress, NEWCLIP added to doomdef.h, sadly it actually all lags the game so I've disabled it for now
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Other notes:
* on second thought I'll keep the hw_clip functions' gld prefixes rather than HWR, not like it matters either way
* despite the extra lag it does fix the issues with translucent walls and such when displayed at different vertical angles, such as with the GFZ1 waterfall
2018-11-10 16:08:56 +00:00
Monster Iestyn
b7dc441e10
Starting work on porting hw_clip.c/h code, Makefiles and CMake can compile them at least
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Other notes:
* Renamed all new functions to have HWR_ prefix instead of gld_, for consistency
* HWR_FrustrumSetup and HWR_SphereInFrustum are disabled and require HAVE_SPHEREFRUSTRUM. This is because 1) SRB2CB did not need the code, so presumably neither will we, and 2) there are some OpenGL API functions used there that due to our way of using OpenGL we don't use outside of r_opengl.c, which makes dealing with HWR_FrustrumSetup complicated in theory
* The new clipping functions are not added to OpenGL's "main" rendering code itself just yet, they're just available to use now once hw_clip.h is included
2018-11-10 16:08:26 +00:00
Monster Iestyn
24bc2a04fa
Merge branch 'opengl-improvements-backport' into 'master'
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Opengl improvements backport
See merge request STJr/SRB2!304
2018-11-10 09:25:18 -05:00
Monster Iestyn
a56074b238
Fix an error I made in HWR_DrawFixedPatch
2018-10-30 13:44:01 +00:00
Monster Iestyn
ffe3b57f29
add missing SHORTs in HWR_DrawPatch and HWR_DrawCroppedPatch as well
2018-10-29 13:34:54 +00:00
Monster Iestyn
80573f266f
HWR_DrawFixedPatch: Add V_OFFSET support for V_FLIP in hardware code as well, also add missing SHORTs for gpatch fields
2018-10-29 13:29:16 +00:00
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.
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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
Monster Iestyn
ee590fb9ae
Remove pointless drawtextured variable and redundant fake planes checks (R_FakeFlat would already have made gr_frontsector/backsector something else if they were)
2018-10-27 19:32:55 +01:00
Monster Iestyn
e32d4ead6a
Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway
2018-10-27 19:31:24 +01:00
Monster Iestyn
a6bd2dddaf
Hack to make sure even (extra)subsectors without planepolys have segs adjusted
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this fixes a crash in (old) GFZ2 at the ramp as a result of creating pv1/pv2. This probably means before pv1/pv2 there could have been some silly typecasting from vertex_t to polyvertex_t to get fixed vertex coords and such...
2018-10-27 19:29:45 +01:00
Monster Iestyn
ef2b789bfe
Make new pv1/pv2 seg pointers, so AdjustSeg doesn't modify the v1/v2 pointers directly anymore
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Yes I know they're void * in r_defs.h's seg_t definition, it's quicker than trying to figure out if including hardware/hw_glob.h is a good idea or not
2018-10-27 19:29:31 +01:00
Monster Iestyn
b749d97bf2
More optimising and otherwise fixing bizarre formatting in hw_trick.c
2018-10-27 18:58:05 +01:00
Monster Iestyn
9b60200cc4
Moved my added slope checks in hw_trick.c to isCeilingFloating/isFloorFloating
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I also optimised those two functions while I was there (why keep a "floating" variable when setting it to false guarantees the functions return false?)
2018-10-27 18:57:28 +01:00
Monster Iestyn
b07d8283e6
gr_correcttricks fix: don't check if top/bottom textures are missing for sloped sectors, just ignore and cancel the hack
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This fixes GFZ2's mysterious flying flats at the ramp to the big room
2018-10-27 18:56:38 +01:00
Monster Iestyn
ef230df2c6
Ensure file is closed whenever MD2 reading errors happen
2018-10-27 18:53:38 +01:00
Monster Iestyn
2eb531cf20
Add MD2_INDENT and MD2_VERSION so we can cleanly check that it's a valid MD2 from magic number/version
2018-10-27 18:53:18 +01:00
mazmazz
bf93dace76
Merge remote-tracking branch 'public-gitlab/master' into public-music-cleanup
2018-10-19 22:04:26 -04:00
Monster Iestyn
6fb3dcb52f
Remove unused sscount variable
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(it's only set to 0 in software, and only ++'d in OpenGL, what kind of sense does that make?)
2018-10-11 19:59:26 +01:00
toaster
2ad2cbcc0a
Weather is already run client-side. What if we ran it render-side, for major performance gains? This commit will answer all your questions - and more!
2018-10-07 15:00:58 +01:00
mazmazz
dcf0dd70fd
nodigimusic nomusic nosound refactor other targets
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(cherry picked from commit 86f151db654beb14e8d6893cdff2adaa965e8e4b)
2018-09-14 10:35:56 -04:00
Monster Iestyn
1e4e0006cb
Merge branch 'opengl-fof-lowerunpegged' into 'master'
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OpenGL: FOF walls + Lower unpegged
See merge request STJr/SRB2!258
2018-07-11 16:36:26 -04:00
Monster Iestyn
c8aaad253d
Merge branch 'opengl-projectsprite-fix' into 'master'
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OpenGL HWR_ProjectSprite fix
See merge request STJr/SRB2!255
2018-07-11 16:15:42 -04:00
Monster Iestyn
71a40a8125
Merge branch 'md2-fopen-error' into 'master'
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More helpful error messages
See merge request STJr/SRB2!243
2018-07-06 14:38:59 -04:00
Monster Iestyn
5758beb6b2
Merge branch 'md2-smoother-interpolation' into 'master'
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Smoother MD2 interpolation
See merge request STJr/SRB2!224
2018-07-06 14:38:37 -04:00
GoldenTails
cdaadc0037
Merge remote-tracking branch 'STJrSRB2/master' into patch-1
2018-07-05 16:44:34 -05:00
Steel Titanium
6d1a8703c7
Merge remote-tracking branch 'upstream/master' into md2-smoother-interpolation
2018-07-05 01:23:56 -04:00
Steel Titanium
d47e7014bc
Merge remote-tracking branch 'upstream/master' into md2-fopen-error
2018-07-05 01:21:09 -04:00
Monster Iestyn
e3616de7de
Fix OpenGL completely missing the ability to alter FOF wall pegging by lower unpegged flag. Stupid OpenGL.
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Sorry in advance Lat'!
2018-06-26 21:41:05 +01:00
Monster Iestyn
609cc16b1e
Fix HWR_ProjectSprite to check properly whether the displayed player's mobj or its subsector exists, to avoid a crash when checking for fake planes. (also use viewplayer since its available to use, silly hardware code)
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Also tweaked a weird splitscreen check in HWR_DrawSpriteShadow; still investigating whether stplyr is ever not player 2 when it's player 2's view, but this looks better for now
2018-06-23 18:47:32 +01:00
Monster Iestyn
892bed87d9
Merge branch 'opengl-bigmap-fix' into 'master'
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OpenGL: Very large map rendering issue fixed
See merge request STJr/SRB2!249
2018-06-03 15:08:10 -04:00
Sryder
51606f675f
Very large map rendering issue fixed
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Move old fix for too large maps having rendering issues from R_CheckBBox to OpenGL's HWR_CheckBBox
From what I know, this effects at least Aerial Garden and Seraphic Skylands
2018-05-26 13:13:37 +01:00
Sryder
85aff6fa6b
Fix FF_FULLBRIGHT not working in sectors with multiple light levels in OpenGL
2018-05-16 21:04:57 +01:00
Steel Titanium
af4d412d36
Include errno if not already included.
2018-05-13 16:04:34 -04:00
Steel Titanium
020853f7aa
More helpful error message
2018-05-13 15:35:38 -04:00
GoldenTails
332ac72de4
Update hw_md2.c
2018-05-13 14:34:08 -05:00
GoldenTails
b0a21732f6
Update hw_md2.c
2018-05-13 14:32:33 -05:00
GoldenTails
468c56ee2d
Fixed MD2 models not loading correctly on Linux
2018-05-13 14:19:36 -05:00
Sryder
347651ffb1
Uncomment HWR_CorrectSWTricks but set gr_correcttricks to be off by default
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I wasn't aware of the cvar, this should do for now since I don't believe any maps use these software tricks, probably an old leftover from DOOM.
2018-03-30 23:12:44 +01:00
Sryder
8757f6b933
Warnings must die
2018-03-30 18:53:23 +01:00
Sryder
5981fb5efc
Start with lightnum on sector lightlevel
2018-03-30 18:13:52 +01:00
Sryder
d27b10d5eb
static tempsec for R_FakeFlat
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I don't fully understand this, but it's what software does and it fixes the issue of the lighting in DSZ3. Also don't need the extra call to R_Prep3DFloors.
2018-03-29 23:28:54 +01:00
Sryder
fd64227e95
Stop squashing the screen vertically in non-green resolutions
2018-03-22 01:10:53 +00:00
Sryder
59c1488435
OpenGL Sprite Splitting
2018-03-22 00:52:14 +00:00
Sryder
38cdee2532
Transform sprites in world space rather than screen space
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Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.
This should allow sprite splitting and sorting of sprites with level geometry easier.
stransform is no longer needed.
2018-03-21 19:45:37 +00:00