Commit graph

97 commits

Author SHA1 Message Date
wolfy852
9518939a9d Fix Visual Studio compiling 2019-03-21 00:32:27 -05:00
wolfy852
963cbf4671 Merge branch 'next' into md3-vanilla-kart
# Conflicts:
#	src/hardware/r_opengl/r_opengl.c
2019-03-20 19:50:20 -05:00
Alam Arias
06cd65cc72 Merge branch 'master' into next 2019-03-11 10:01:57 -04:00
Alam Arias
ed0df9966d Fix compiling with VS 2019-03-11 09:58:37 -04:00
James R
e55a778a81 Merge remote-tracking branch 'origin/next' into longdouble 2019-03-04 18:51:11 -08:00
Alam Arias
aaccb4edff fixed compiling for MSVC 2017 2019-03-04 16:33:06 -05:00
James R
ca861ba0c5 Use long double suffix 2019-03-02 15:56:44 -08:00
fickleheart
0d32f71d05 Change OGL splitscreen hack to match software behavior 2019-02-24 12:26:46 -06:00
mazmazz
aae6eb945d Merge remote-tracking branch 'kart-public-gl/next' into md3-vanilla-kart 2019-01-10 22:08:37 -05:00
mazmazz
157cbe4b23 Fix blinking MD2 models
MD2 models are forced to load float frames, so mesh->indices is never loaded, so glDrawElements can't be used. Use glDrawArrays instead.
2019-01-07 04:34:19 -05:00
mazmazz
7f88e13492 Compile fix -- remove (void)alpha from DoScreenWipe 2019-01-07 04:34:17 -05:00
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
d1b448f8d1 Fix screen transitions 2019-01-07 04:33:28 -05:00
mazmazz
89cdc1cbc2 Buildbot fixes 2019-01-07 04:33:27 -05:00
mazmazz
766fb9d836 Compile fixes -- specify GLubyte for pglColor4ubv 2019-01-07 04:33:25 -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
f5562c47ec Removed unused PF_Md2 flag
More OpenGL performance increase by making assumptions about client state
2019-01-07 04:33:20 -05:00
Arthur
191f9454c3 boolean fix for VS
add GL_NORMALIZE
2019-01-07 04:30:54 -05:00
mazmazz
c0547d56aa More mixed d&c fixes 2019-01-07 04:30:52 -05:00
mazmazz
d60b77b062 Mixed D&C fixes 2019-01-07 04:30:49 -05:00
mazmazz
6f70a07cb6 Fix floating point comparisons 2019-01-07 04:30:48 -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
mazmazz
8a4066486e Small Mixed D&C fix 2019-01-07 04:30:45 -05:00
AJ Freda
0adf6fea19 Fixed a few unnoticable mistakes [vanilla] 2019-01-07 04:30:42 -05:00
mazmazz
cb1dba7798 Interpolation fix attempt?
* Fix pglNormal3bv pointer because typo
2019-01-07 04:30:39 -05:00
mazmazz
2685af7331 Hide/add Kart FTransform mirror and anglez behind ifdef 2019-01-07 04:30:36 -05:00
mazmazz
6b9ddf47fb Buildbot fixes (changed byte types to char; mixed d&c) 2019-01-07 04:23:17 -05:00
mazmazz
43089535d5 GCC compile fixes 2019-01-07 04:23:15 -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
SeventhSentinel
1d58c6b8c2 merge srb2 next 2019-01-05 15:59:23 -05:00
Alam Ed Arias
e6cf509a84 More work to cleanup the ARM builds 2018-12-22 19:50:32 -05:00
Alam Arias
5765b3e034 Added ARM/ARM64 to whole vc10 sln
Added ARM/ARM64 to zlib, libpng
Added ARM/ARM64 to srb2dd/srb2sdl
2018-12-21 16:47:10 -05:00
Alam Ed Arias
386f9d4e54 fix compiling for MSVC 2018-12-14 20:42:37 -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
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
mazmazz
c91b2b4456 Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Monster Iestyn
49ba4843fa Fix compiler errors 2018-11-22 20:08:57 +00:00
Sryder
c2cd6be8e4 Set the screen textures to use max higher texture IDs
This should hopefully alleviate the issue where textures overwrite the screen, or the screen overwrites the texture for now.
THIS IS NOT A FULL SOLUTION TO THE PROBLEM, but I highly doubt we'll ever be loading 4 billion textures at once, ever.
2018-11-17 15:23:12 +00:00
TehRealSalt
8fe068ef46 Merge remote-tracking branch 'refs/remotes/srb2public/next'
# Conflicts:
#	src/f_finale.c
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/m_misc.c
2018-04-07 18:43:59 -04:00
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
4e40a810f7 Fix wipes in low resolutions 2018-03-18 17:12:12 +00:00
Sryder
8e18d804fe Draw the final screen texture in the centre with black bars
Only applies when the monitor aspect ratio is different to the game's aspect ratio.
2018-03-17 19:22:14 +00:00
Sryder
0742655892 Better fog block colouring
They still aren't perfect, but now they are at least not quite so obviously just translucent polygons over the level. A mixture between partially modulating the background colours and adding the fog colour. Notably white fog blocks look like they're brightening what's behind them.
Additive was also setting noalphatest before, can probably decide that depending on what it needs anyway. I don't think it's currently used anyway.
2018-03-15 23:58:37 +00:00
Sryder
4114464930 Small hacky fix for MD2s and sprites until sorting for walls, floors, and sprites is done
Sorts all translucent sprites and MD2s so they're drawn after all the opaque ones. Fixes most of the observable issues between translucent MD2s and opaque sprites/MD2s.
2018-03-09 09:58:10 +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
Sryder
954850b221 Decrease far clipping plane
The Far clipping plane did not need to be nearly as high as it was, the new value is 32768, which I suspect is about how far software can render before it completely falls apart.
It is desirable to increase the near clipping plane to between 6-10, but it can introduce more issues with close geometry not being drawn when the player or camera is scaled or viewheight is set to MIN in first person view. It would also stop sprites from being drawn ever so slightly too early, but this isn't too much of an issue and isn't too noticeable with those values. Might look into scaling near clipping plane in accordance to camera scale in the future.
The reason for wanting to increase the near clipping plane is because the small value can cause very noticeable Z-fighting where there shouldn't be on older GPU's, usually Intel ones, that don't support 24-bits for the depth buffer.
2018-03-07 00:39:33 +00:00
Sryder
254c53cb3d Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2.git into openglquickfixes 2018-03-06 16:11:05 +00:00