Commit Graph

27 Commits

Author SHA1 Message Date
Sally Cochenour b2aebb81ec 'sal-lighting' code ports from v2 2020-04-25 20:56:50 -04:00
Hannu Hanhi 43be277ac7 Newer color tinting shaders ported from SRB2 shader branch 2020-04-21 23:15:44 +03:00
Jaime Passos 5e14fd4ae4 software is better 2019-06-13 21:10:01 -03:00
Jaime Passos df789e1d67 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 ff04e0c103 chaos conflict 2019-06-11 17:02:47 +02:00
Jaime Passos d3dfd77ae7 Hardware mode y-shearing matches software mode mouselook 2019-05-17 17:49:04 -03:00
Jaime Passos d1b1edcf39 More Softwarification 2019-04-14 19:08:59 -03:00
Jaime Passos f5516a121c cleanup? 2019-04-12 16:35:28 -03:00
Jaime Passos 23a8fea598 fix fog 2019-04-07 01:25:55 -03:00
Jaime Passos 4ea1dd3525 The player should be able to toggle shaders 2019-04-07 00:09:53 -03:00
Jaime Passos fa7f627c88 stuff 2019-04-06 23:33:34 -03:00
Jaime Passos f210053735 md3-vanilla 2019-03-18 18:34:20 -03:00
Jaime Passos 1cfdd07ee0 gl4 2019-03-17 22:27:50 -03:00
mazmazz 05a1a7e24a Dummy out nextframe lerping (unused in Kart) 2019-01-07 04:38:17 -05:00
Arthur 9774ecbdfb 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 00792f8dab Removed unused PF_Md2 flag
More OpenGL performance increase by making assumptions about client state
2019-01-07 04:33:20 -05:00
mazmazz 09629f092f Ifdef nextFrame handling under USE_MODEL_NEXTFRAME 2019-01-07 04:30:40 -05:00
mazmazz 6653b9697f Hide/add Kart FTransform mirror and anglez behind ifdef 2019-01-07 04:30:36 -05:00
Sryder 683ebec120 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
toaster bd78c34b99 Encore mode - a fresh take on mirror mode!
* Palette remaps.
* Branding.

TODO:
* Doesn't work in GL. (Mostly.) I have SOME ideas on how to tackle this, but...
* Transmaps are broken in Encore for some reason.
* I tried to make in-level colormaps shimmy over, but it didn't quite work, so I commented it out and only semi-fixed it.
2018-07-23 23:50:41 +01:00
TehRealSalt 36b52e1c67 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 5a4ea9fab3 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 67ee1637c9 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
TehRealSalt 349b27e0de Change splitscreen into UINT8, fix HUD slightly more 2017-12-18 20:59:04 -05:00
TehRealSalt b6d86145a9 OGL Mirror Mode
Haven't tested a whole lot but it seems okay?
2017-12-12 17:31:25 -05:00
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