Jaime Ita Passos
be274a4fa9
Merge branch 'next' into spritestuff2
2020-11-19 00:52:43 -03:00
Jaime Passos
b44837324f
Merge branch 'next' into patch-stuff-again-2
2020-10-10 17:01:10 -03:00
Jaime Passos
f133726df0
Let the server or an admin toggle clients' custom shaders
2020-10-09 02:06:13 -03:00
Jaime Passos
70cd48c9a2
Merge remote-tracking branch 'origin' into slight-shader-cleanup
2020-10-08 22:45:39 -03:00
Jaime Passos
a7f3dd7eff
Refactor patch loading
2020-08-08 05:16:47 -03:00
Jaime Passos
368e550ab1
Shader code cleanup
2020-08-07 18:17:05 -03:00
Jaime Passos
16c4ba672a
Move the sky dome code out of r_opengl.c, fix issues with shaders
2020-07-17 02:48:05 -03:00
kaysrishaq
6f859fd44d
FF_HORIZONTALFLIP and mobj->mirrored (sprite enhancements)
2020-06-19 11:11:18 -04:00
Hannu Hanhi
a5f4c3eeb0
Backwards compatibility for shaderless hardware
2020-06-18 17:39:34 +03:00
Hannu Hanhi
6cdb8c3320
Change some unsigned ints to UINT32
2020-06-07 21:32:52 +03:00
Hannu Hanhi
8ea66e3813
OpenGL draw call batching system
2020-06-07 21:20:52 +03:00
Jaime Passos
85f016e4d8
port pfnUpdateTexture
2020-01-28 00:16:38 -03:00
Jaime Passos
5d3d031db3
Fix the gl_leveltime problem, I guess.
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This is probably superfluous.
2020-01-23 21:25:54 -03:00
Jaime Passos
2d4945d558
Update copyright text
2020-01-23 20:12:15 -03:00
Sally Cochenour
add2497220
Port of Jimita's shader stuff + my lighting shader
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Co-Authored-By: Jaime Passos <jimita@users.noreply.github.com>
2019-12-25 14:22:01 -05:00
Jaime Passos
af292bc2c5
Die, Apple!
2019-12-08 22:31:59 -03:00
Jaime Passos
4ccc854a90
Die
2019-12-08 22:12:56 -03:00
Jaime Passos
3ed8470b58
remove unused levelwipes
2019-11-18 19:22:46 -03:00
Jaime Passos
4acdb54d87
Merge remote-tracking branch 'origin/master' into f_wipes
2019-11-12 20:36:06 -03:00
toaster
2a16cf539a
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into internal-md3-vanilla-c
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Merge seems fine, but won't compile for some reason.
2019-11-02 18:34:12 +00:00
Jaime Passos
76a5b60e39
Merge remote-tracking branch 'origin/master' into f_wipes
2019-10-28 23:14:00 -03:00
Jaime Passos
09c9714daf
Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c
2019-10-06 17:40:41 -03:00
Jaime Passos
5e1ebad9d3
sky barreling
2019-09-17 23:38:04 -03:00
Alam Ed Arias
aab58a4613
Revert "Merge branch 'gl_skydome' into 'master'"
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This reverts merge request !326
2019-09-17 20:20:09 +00:00
Jaime Passos
0d11dd516a
Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c
2019-09-15 16:24:24 -03:00
Jaime Passos
53568ba62f
Better fades
2019-09-09 23:31:48 -03:00
Jaime Passos
6573e94e3a
PRBoom sky dome
2019-09-03 02:12:17 -03:00
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
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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
2018-12-27 00:35:29 -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
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.
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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
Sryder
9c1bf9798a
Revert "Fix screenshot functionality in fullscreen in SDL2"
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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.
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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
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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