Commit Graph
100 Commits
Author SHA1 Message Date
SmileTheory 3ebc230b28 OpenGL2: Use signed value in case value goes below 0. 2015-04-06 03:05:28 -07:00
SmileTheory 40cfbc9a82 OpenGL2: Fix culling again. 2015-03-12 21:44:06 -07:00
SmileTheory 8c7fedb1fe OpenGL2: Fix face culling. 2014-11-30 21:50:33 -08:00
SmileTheory fd23249357 OpenGL2: Ensure tess VAO is bound before using it. 2014-11-21 16:12:53 -08:00
SmileTheory 89b719ec8d OpenGL2: Bit more parallax optimization. 2014-11-14 01:12:41 -08:00
SmileTheory d9e2184c1a OpenGL2: Add support for parallax occlusion mapping. 2014-11-10 22:11:36 -08:00
SmileTheory b1821e303d OpenGL2: remove lightmap support from generic glsl shader.
This path was barely used and doing this compiles fewer shaders.
2014-11-10 21:59:37 -08:00
SmileTheory 1ad2b413ef Remove accidentally added increment. 2014-11-03 22:18:17 -08:00
SmileTheory 943259f6b4 OpenGL2: Support half floats for texcoords and vertex colors. 2014-11-03 19:10:35 -08:00
SmileTheory e488663e31 OpenGL2: Change normal/tangent vertex encoding. 2014-10-28 18:15:13 -07:00
SmileTheory 7e808f92d6 OpenGL2: Speed up tonemap shader. 2014-10-27 06:37:57 -07:00
SmileTheory 3765652778 OpenGL2: Fix corrupt models. 2014-10-23 16:51:10 -07:00
SmileTheory 4f5ebf8349 OpenGL2: Bit of multidraw optimization. 2014-10-16 00:32:20 -07:00
SmileTheory 03ac9649ea Fix a bug in previous commit. 2014-10-15 20:28:26 -07:00
SmileTheory e34972b110 OpenGL2: Fix missing surfaces with r_mergeMultidraws 2. 2014-10-15 20:00:54 -07:00
SmileTheory 541d3a40c2 OpenGL2: Interleave vertex data for static MD3s. 2014-10-15 03:42:29 -07:00
SmileTheory 05e07311ba OpenGL2: Fix invalid texture parameter. 2014-10-15 03:40:16 -07:00
SmileTheory 0578b70f38 OpenGL2: Reduce redundant GL calls. 2014-10-14 06:15:06 -07:00
SmileTheory 84206c8598 OpenGL2: Vertex array object support. 2014-10-14 01:50:44 -07:00
SmileTheory 873a02bd3c OpenGL2: VBO cleanup. 2014-10-13 21:57:06 -07:00
SmileTheory c04d05fd8f Correct too many parameters in q3gl2_sun description in docs. 2014-10-13 01:38:26 -07:00
SmileTheory a90c17ac1b OpenGL2: Better BSP surface merging. 2014-10-07 04:17:01 -07:00
SmileTheory ca9eebb125 OpenGL2: Fix a glsl compile error on old hardware with r_shadowFilter 0. 2014-08-02 00:02:46 -07:00
SmileTheory ff1f093a0b OpenGL2: Remove R_MipMap() and R_MipMap2(), and fix gamma conversion in R_MipMapsRGB() 2014-08-01 23:57:26 -07:00
SmileTheory 2b2d696f12 OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults. 2014-07-31 21:01:57 -07:00
SmileTheory 3d01543e2c OpenGL2: Replace R_MipMapsRGB() with faster version. 2014-07-22 11:43:19 -07:00
SmileTheory 9efaf819dc OpenGL2: Really obvious optimization to previous commit. 2014-05-27 20:52:36 -07:00
SmileTheory 318d45cff5 OpenGL2: Reimplement MD3 tangent space calculation. 2014-05-27 18:20:12 -07:00
SmileTheory 7beff8bc7e OpenGL2: Remove misleading documentation for gamma cvars. 2014-04-22 19:50:39 -07:00
SmileTheory 4fe69cb418 OpenGL2: Remove sRGB support, replace with gamma cvars. 2014-04-16 05:26:03 -07:00
SmileTheory b099255748 #6095: OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing. 2014-03-19 17:59:07 -07:00
SmileTheory 375f6247d4 OpenGL2: Parallax corrected cubemap (cheaper trick) 2014-03-16 16:29:38 -07:00
James Canete 8caeb62741 Merge pull request #57 from MAN-AT-ARMS/specularScale
OpenGL2: Set default normal/specular in RE_RegisterShaderFromImage
2014-03-04 18:01:25 -08:00
SmileTheory ee67d0a981 OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars. 2014-03-03 21:02:39 -08:00
SmileTheory ea2810c085 OpenGL2: Minor GLSL shader improvements. 2014-03-03 17:32:07 -08:00
SmileTheory 3740c55dec OpenGL2: Remove and force r_softOverbright. 2014-02-20 17:01:50 -08:00
SmileTheory 5fabc28dff OpenGL2: Fix rendering when r_hdr = 0 and r_floatLightmap = 1 2014-02-14 22:41:25 -08:00
SmileTheory 78f8100d74 OpenGL2: Oops, set lightmap alpha to 1. 2014-02-14 03:31:54 -08:00
SmileTheory 7a23bb1c59 OpenGL2: Fix bug in ColorToRGBM(). 2014-02-14 02:52:22 -08:00
SmileTheory 79e9baedf8 OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps. 2014-02-13 18:04:23 -08:00
SmileTheory eea652f5c5 Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
SmileTheory bc2efc4870 #6077: OpenGL2: Add r_ignoreDstAlpha. 2013-12-17 04:08:25 -08:00
SmileTheory 623d107f42 OpenGL2: Small glsl shader optimizations, fixes, and cleanup. 2013-12-12 21:38:01 -08:00
SmileTheory f6f3a19f73 OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
SmileTheory 4c9d39ae6e Fix some file paths for msvc 2008 2013-12-09 17:15:29 -08:00
James Canete c02528cf1d Merge pull request #21 from cmf028/master
Fix glsl DEFORM_BULGE calculation
2013-12-01 19:33:51 -08:00
SmileTheory ecc1f23b1d OpenGL2: Remove redundant GLS_* enum.
Thanks Xycaleth for pointing out.
2013-11-29 23:40:48 -08:00
SmileTheory 6f3edb20b8 #6069: Remove md4 model support. 2013-11-29 16:13:47 -08:00
SmileTheory d63d7ba6bf OpenGL2: Use RGBA16F format for HDR.
RGB16F is not 4-byte aligned and not supported by certain hardware.
2013-11-20 00:48:18 -08:00
SmileTheory e686010d73 #6059: OpenGL2: Read depths from resolve fbo when msaa is on in RB_TestFlare(). 2013-11-20 00:45:08 -08:00
SmileTheory dadd808da5 Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git 2013-11-19 03:26:41 -08:00
SmileTheory c350963bf2 OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
SmileTheory 6e02a846f1 OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:18:23 -08:00
SmileTheory 6e5f8cc918 OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
SmileTheory ae57eebf52 Merge branch 'glindex_size_fixes' of https://github.com/inolen/ioq3 into inolen-glindex_size_fixes 2013-11-08 22:19:32 -08:00
SmileTheory ef9fe17dd5 OpenGL2: Remove srfTriangle_t, and use glIndex_t instead. 2013-11-08 01:46:17 -08:00
SmileTheory d295db747c OpenGL2: Small optimizations and comments in world VBO creation and surface merging. 2013-11-07 04:03:52 -08:00
SmileTheory 7672533e8f OpenGL2: Prefer VBO/IBO sizes of around 4MB. 2013-11-05 20:07:10 -08:00
SmileTheory 8c3ae8d7d2 OpenGL2: Reimplement soft overbright to avoid a framebuffer blit. 2013-11-05 00:08:59 -08:00
SmileTheory a7c5fc0ee7 OpenGL2: Some small shader optimizations. 2013-11-04 22:50:53 -08:00
SmileTheory 0e25d0357b OpenGL2: Revisit fragment tangent space calculation, and remove tangent space lighting. 2013-11-04 21:53:05 -08:00
SmileTheory 3846c115e6 OpenGL2: Reduce glsl shader count by using a uniform to disable textures. 2013-11-03 19:34:22 -08:00
SmileTheory 535d0ea70e OpenGL2: Merge bsp surface structs into a single struct, and more cleanup. 2013-10-15 01:19:16 -07:00
SmileTheory 01efe4a538 OpenGL2: Use an idea from ETXreal and separate world VBO into separate VBOs by shader. 2013-10-14 03:58:13 -07:00
SmileTheory 08fcecc829 OpenGL2: Clean up texmod calculations, and improve vertex animation handling. 2013-10-14 01:55:54 -07:00
SmileTheory f8355ba2fb OpenGL2: Fix TCGEN_ENVIRONMENT stages not rendering correctly. 2013-10-10 03:41:31 -07:00
SmileTheory c6774cf113 OpenGL2: default to RGBM lightmap, and add r_floatLightmap for old behaviour. 2013-10-07 01:46:50 -07:00
SmileTheory acbeca6042 OpenGL2: Remove AGEN_FRESNEL(superceded by cubemap patch), and some small fixes and optimizations. 2013-09-24 03:29:49 -07:00
SmileTheory 82be4e667f OpenGL2: Disable GL_ARB_seamless_cube_map by default, caused huge frame drops on some hardware 2013-09-20 17:20:36 -07:00
SmileTheory 3ab895d1cd OpenGL2: reduce varying usage in lightall shader. 2013-09-17 23:52:40 -07:00
SmileTheory cbd05da5d1 OpenGL2: Fix for "unsupported framebuffer format" bug 2013-09-17 15:33:46 -07:00
SmileTheory 42501db862 OpenGL2: Some shader cleanup 2013-09-16 23:41:04 -07:00
SmileTheory 5985cca2e6 OpenGL2: Speed up fog shader slightly. 2013-09-16 23:20:44 -07:00
SmileTheory a408a2bdae OpenGL2: Fix inaccurate RGBM calculation. 2013-09-16 14:26:42 -07:00
SmileTheory e80faf812e OpenGL2: Use RGBM instead of RGBE encoding for lightmaps. 2013-09-16 05:57:14 -07:00
SmileTheory 7e875c6941 #5979: Cubemap support for opengl2. 2013-09-16 00:54:26 -07:00
SmileTheory 311376af8a Fix upside-down SSAO. 2013-08-23 01:51:58 -07:00
SmileTheory d46916082d #5999: OpenGL2: Don't use lightall shader with deforms or adjustColorsForFog. 2013-08-23 01:35:17 -07:00
SmileTheory ebd164deaf #6004: OpenGL2: Make any CGEN_LIGHTING_DIFFUSE stages use lightall shader. 2013-08-23 00:55:28 -07:00
SmileTheory 3a47192ba8 Use specular texture RGB as specular reflectance, multiplied by per-material value. 2013-05-03 00:32:59 -07:00
SmileTheory aff3f18101 #5889: Do post-processing only on viewport portion of frame buffer. 2013-04-26 18:49:48 -07:00
SmileTheory 8270d54a25 Don't scale shadow multipliers by overbrightbits, and improve documentation. 2013-04-22 21:52:16 -07:00
SmileTheory 6a763f0671 Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest 2013-04-02 00:18:24 -07:00
SmileTheory 28e14c4546 Add sunlight/lightmap merging by multiply (r_sunlightMode 1)
Merge additive sunlight and map lighting into one GLSL shader (r_sunlightMode 2)
Change single lightmap blends to use lightall
2013-04-02 00:17:24 -07:00
SmileTheory 66acde6d60 Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest 2013-03-25 21:05:27 -07:00
SmileTheory 8b23985358 Make all GLSL shaders use the same set of uniforms. 2013-03-20 22:53:30 -07:00
SmileTheory e14a814ba2 Support more tcgens in lightall shader. 2013-03-14 23:11:27 -07:00
SmileTheory 369956eb63 Fix compilation in VS2008. 2013-03-14 21:36:44 -07:00
SmileTheory 9eef320c91 Remove some more automatic sRGB image flags. 2013-03-12 22:00:51 -07:00
SmileTheory 41985945f6 Always reset vertex attrib pointers with animated meshes. 2013-03-11 22:46:21 -07:00
SmileTheory f789cff079 Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git 2013-03-07 14:24:19 -08:00
SmileTheory e6e0d47099 Fix clampmapped images being always treated as sRGB. 2013-03-07 14:23:28 -08:00
SmileTheory fb6b08bdd6 Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git 2013-03-06 21:00:21 -08:00
SmileTheory 61248cb4c5 Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git 2013-03-06 02:02:21 -08:00
SmileTheory fbe56e4fa1 Some minor cleanup. 2013-03-06 02:02:01 -08:00
SmileTheory 027af8e6cc Simplify RE_StretchRaw() with RE_UploadCinematic() and RB_InstantQuad2(). 2013-03-06 00:54:56 -08:00
SmileTheory 11e83b2ee3 Oops, fix typo. 2013-03-05 20:21:03 -08:00
SmileTheory 7c04002b87 Simplify previous patch. 2013-03-05 19:52:11 -08:00
SmileTheory 2153fc4671 Calculate viewport and screen texture coordinates correctly for sun shadows. This fixes part of #5889. 2013-03-05 01:41:51 -08:00
SmileTheory bff574e04e #5878: Ensure surfaces are drawn before executing full-screen render commands, and when at the end of the render command list. 2013-02-12 20:53:59 -08:00