Commit graph

343 commits

Author SHA1 Message Date
Jaime Passos
1002c47407 Merge remote-tracking branch 'origin/master' into renderswitch 2019-12-17 16:12:44 -03:00
James R
bc939a2211 Merge branch 'opengl-is-a-bad-renderer' into 'master'
OpenGL fixes

See merge request STJr/SRB2!519
2019-12-14 16:48:50 -05:00
Jaime Passos
b093a38ecd Please, for the love of God, Jesus and Bastet, ADD EVERY OPENGL COMMAND REGARDLESS OF THE FREAKING RENDERER!!!!!!!!!!!!!!!!!!!!!!!!!!! 2019-12-12 17:30:19 -03:00
Jaime Passos
463e2567fe Restore portal culling code that went gone by pure accident 2019-12-11 11:35:34 -03:00
Jaime Passos
6976b9bf01 Merge remote-tracking branch 'origin/master' into renderswitch 2019-12-10 23:01:10 -03:00
James R
7553046a52 Cvar and menu option to let user increase turn speed
cam_turnmultiplier and cam2_turnmultiplier.

"Camera Speed" has been renamed to "Camera Spacial Speed" in the menu. "Camera
Turning Speed" is now an option.
2019-12-09 16:30:03 -08:00
Jaime Passos
4ccc854a90 Die 2019-12-08 22:12:56 -03:00
Steel Titanium
a5cdb0a4b3 Update copyright date on source files 2019-12-06 13:49:42 -05:00
toaster
5afa5f12ee Disable the GL sprite shadows behind a #define.
Reasoning:
* They're horribly broken (they completely ignore slopes).
* A similar final demo GL-only feature (coronas) has been completely disabled.
* Nobody's going to bugfix them before release because not even the devteam's resident GL users use them.
* They look ugly.
2019-11-17 22:18:46 +00:00
Jaime Passos
845b82668b Merge remote-tracking branch 'origin/master' into renderswitch 2019-11-12 20:25:40 -03:00
Jaime Passos
f655865200 add gr_modelinterpolation 2019-11-04 12:21:53 -03:00
toaster
2a16cf539a Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into internal-md3-vanilla-c
Merge seems fine, but won't compile for some reason.
2019-11-02 18:34:12 +00:00
Jaime Passos
09c9714daf Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c 2019-10-06 17:40:41 -03:00
Jaime Passos
e95bd8add3 Merge remote-tracking branch 'origin/master' into renderswitch 2019-09-27 22:53:57 -03:00
Jaime Passos
fa9cef1cc0 Merge remote-tracking branch 'origin/master' into openglskydome2 2019-09-27 22:47:10 -03:00
Jaime Passos
5e1ebad9d3 sky barreling 2019-09-17 23:38:04 -03:00
Alam Ed Arias
aab58a4613 Revert "Merge branch 'gl_skydome' into 'master'"
This reverts merge request !326
2019-09-17 20:20:09 +00:00
Latapostrophe
0fb7f78571 camera checks to avoid crashes 2019-09-17 00:04:32 +02:00
Jaime Passos
0d11dd516a Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c 2019-09-15 16:24:24 -03:00
James R
7a70f882b1 Let first person camera work in demos 2019-09-15 00:32:01 -07:00
Jaime Passos
db1e38451e Fix titlemap* crash 2019-09-10 18:34:29 -03:00
Jaime Passos
2e93068618 Fix title screen crash 2019-09-10 18:33:06 -03:00
Jaime Passos
ce8b821691 Merge remote-tracking branch 'jimita/renderswitch' into renderswitch 2019-09-10 18:12:01 -03:00
James
0208de2d5b Lach has blessed us with a remade cam_adjust. 2019-09-10 10:11:03 -04:00
Jaime Passos
fe737c33f6 Comments 2019-09-09 19:27:08 -03:00
Jaime Passos
371e160940 I am the CEO of renderers 2019-09-09 16:20:17 -03:00
Jaime Passos
11077c2bac still making things better 2019-09-08 21:37:24 -03:00
Jaime Passos
61a16d43f5 more stuff. i hope i didnt mess this up. 2019-09-08 18:59:49 -03:00
Jaime Passos
1cb22d5e6b initial stuff 2019-09-08 18:44:40 -03:00
Jaime Passos
398b320aec initial stuff 2019-09-08 18:27:35 -03:00
Jaime Passos
6573e94e3a PRBoom sky dome 2019-09-03 02:12:17 -03:00
Jaime Passos
32affb9d95 Sprite2 support! 2019-09-02 23:29:16 -03:00
James
0efeaa5d5f Merge branch 'camorbit-sev' into camerafix 2019-08-31 14:53:43 -04:00
TehRealSalt
a6ef3c12b0 Seperate MF2_DONTDRAW and MF2_SHADOW into it's own varied set of flags -- drawflags.
- Split MF2_DONTDRAW into MFD_DONTDRAWP[1-4], also replaces MFE_DRAWONLYFORP[1-4].
- Split MF2_SHADOW into MFD_FULLBRIGHT and MFD_TRANS80. I also added an entire spectrum of options for transparency & brightness overrides, since I've found myself wishing for stuff like that before.
- Tethering was updated for it's client-sided drawing to apply to splitscreens too.
- Removed cv_transparency.

The transparency overrides don't seem to work yet (obvious on things using MFD_SHADOW), just running out of time to look into it so I'm pushing what I have.
2019-07-17 23:55:39 -04:00
mazmazz
14df513db6 Merge remote-tracking branch 'origin/master' into internal-md3-vanilla 2019-06-29 17:51:30 -04:00
toaster
e27a43f976 Improve rain/weather.
* Like Kart, remove cv_precipdensity.
* Like Kart, replace "Infinite" draw distance value with "None".
* Better thinker with more return optimisation.
* Better placement of thinking in rendering, to avoid ceiling-mounted sprite glitches.
2019-06-22 16:50:30 +01:00
Nev3r
d2a2dee033 Add Sryder's orbital camera thing as an option. 2019-06-20 13:33:31 +02:00
Jaime Passos
a37d742561 software is better 2019-06-13 21:10:01 -03:00
Jaime Passos
c85d181df9 Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is
typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
2019-06-12 23:01:18 -03:00
Latapostrophe
fc33255db4 Fix stuff and reimplement the kart features that went poof 2019-06-12 21:36:47 +02:00
Latapostrophe
a35cea9243 chaos conflict 2019-06-11 17:02:47 +02:00
Nev3r
c5c4744652 Remove remnants of portalcullsector. 2019-06-10 17:13:04 +02:00
Nev3r
b7e2b5612c Made Portal_Add static; move ffloors clip reset from R_RenderPlayerView to r_plane. 2019-06-09 22:48:54 +02:00
Nev3r
b8d2e017b4 Refactored a bit of code regarding visplane bound trimming for portals; reset ffloor's f_clip/c_clip so that FOFs on portals don't interfere with previously acquired bounds. 2019-06-07 13:10:12 +02:00
Nev3r
da09a07e6e viewx/viewy also need to be stored/restored. 2019-06-06 13:31:48 +02:00
Nev3r
f0b79697e5 Fix sigsegv when there is no main skybox viewpoint. 2019-06-05 18:45:36 +02:00
Nev3r
819169f378 Vissprite clipping improvements.
Vissprites are now only clipped against their respective portal's geometry obtained from their BSP run.
Additionally, if a portal is provided, they're clipped to the portal's clip boundaries.
The work on this branch should conclude after a pair of remaining glitches are fixed.
2019-06-05 18:07:08 +02:00
Nev3r
906b366e1b Masked elements are now fully grouped individually for each portal/view; fixed viewz-related glitches,.
The drawnodes are now fully grouped in separate lists, and then sorted individually. This fixes sorting problems caused by portals belonging to differently perceived scales (skyboxes for example).

Drawsegs and vissprite/drawnode sorting require the viewz, so the viewz is stored for each portal/view, and then restored when needed; without this, the rendering process erroneously sorts the elements, and draws some at wrong positions.
2019-06-05 12:10:59 +02:00
Nev3r
96cfecc41a Created drawnode lists for each view/portal.
Each shall eventually have its specific vissprites/drawsegs; currently only drawsegs are stored in their correct list, vissprites are stored in the first list as a placeholder.
The idea is to sort each list individually, and then render their masked elements, starting from the last drawnode list.
This retains a non-recursive function calling method while still rendering things in order.
2019-06-04 20:15:42 +02:00
Nev3r
c35769e5de Moved validcount++ to where it used to be.
It seems to screw up the portal rendering in odd ways if it's in the wrong position. I apologize for not even knowing what it's meant to do nor how it works.
2019-06-03 13:04:27 +02:00