Commit graph

38 commits

Author SHA1 Message Date
Jaime Ita Passos
be274a4fa9 Merge branch 'next' into spritestuff2 2020-11-19 00:52:43 -03:00
Jaime Passos
cdc4a6d86e Implement blend modes 2020-10-27 00:03:41 -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
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
Jaime Passos
6b709386cf fix corona compiling lol 2020-01-23 23:41:09 -03:00
Jaime Passos
6f2635d4c1 bye 2020-01-23 23:09:53 -03:00
Jaime Passos
5d3d031db3 Fix the gl_leveltime problem, I guess.
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
Jaime Passos
4a8340cd4a Fix view aiming / shearing 2020-01-23 19:44:46 -03:00
Sally Cochenour
31304eda3e Merge branch 'next' into oglshaderport 2019-12-28 13:58:41 -05:00
Jaime Passos
070adb4191 Merge remote-tracking branch 'origin/next' into rotsprite2 2019-12-26 20:27:29 -03:00
Sally Cochenour
add2497220 Port of Jimita's shader stuff + my lighting shader
Co-Authored-By: Jaime Passos <jimita@users.noreply.github.com>
2019-12-25 14:22:01 -05:00
Jaime Passos
da81238610 Merge remote-tracking branch 'origin/master' into flats-in-walls 2019-12-17 15:05:16 -03:00
Jaime Passos
be227cc58c un-ROTSPRITE rollangle and spriteinfo 2019-12-17 13:09:25 -03:00
Jaime Passos
9a93017a7b Add HWD_SET_MODEL_LIGHTING state 2019-12-12 16:48:37 -03:00
Jaime Passos
3c9cc53185 Merge remote-tracking branch 'origin/master' into flats-in-walls 2019-12-11 21:53:47 -03:00
Jaime Passos
3e759a2b75 rename rollaxis to rotaxis 2019-11-13 12:47:30 -03:00
Jaime Passos
ae630a9a23 Rotation axis (will rename internally later) 2019-11-13 12:36:44 -03:00
Jaime Passos
24d20d2abb Merge remote-tracking branch 'origin/master' into rotsprite_i 2019-11-12 21:38:02 -03:00
Jaime Passos
66b009722b Merge remote-tracking branch 'origin/master' into flats-in-walls 2019-11-12 18:26:51 -03:00
Jaime Passos
e8c475c1e9 Trying to make sense of chroma keying 2019-11-09 14:09:20 -03:00
Jaime Passos
402012e973 I 2019-08-18 14:16:48 -03:00
mazmazz
14df513db6 Merge remote-tracking branch 'origin/master' into internal-md3-vanilla 2019-06-29 17:51:30 -04:00
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
Arthur
f18e09e638 Removed unused PF_Md2 flag
More OpenGL performance increase by making assumptions about client state
2018-12-27 00:30:07 -05:00
mazmazz
27eb51ae93 Ifdef nextFrame handling under USE_MODEL_NEXTFRAME 2018-12-19 10:33:13 -05:00
mazmazz
c39e8bfa0f Hide/add Kart FTransform mirror and anglez behind ifdef 2018-12-19 00:17:51 -05:00
mazmazz
0a8e633e43 hw_md2 merge errors 2018-12-18 22:50:00 -05:00
Monster Iestyn
43743722c7 Merge branch 'public_next'
# Conflicts:
#	src/f_finale.c
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/hardware/r_opengl/r_opengl.c
#	src/sdl12/hwsym_sdl.c
#	src/sdl12/i_video.c
2018-04-06 18:42:07 +01:00
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
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
Monster Iestyn
be13f10626 ended NDS 2017-09-29 22:48:14 +01:00
Alam Ed Arias
3bfc402241 whitespace cleanup 2016-01-21 13:53:21 -05:00
wolfy852
1ed5407821 update stuff 2015-11-07 13:56:21 -06:00
Sryder13
b63e99efd8 OpenGL Screen Flip
Screen flipping in OpenGL is no longer done by inverting the screen
polygons.
2014-04-07 17:08:04 +01:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00