Commit graph

247 commits

Author SHA1 Message Date
Latapostrophe 1b61e15b1b Merge branch 'master' into SRB2-CHAT 2018-12-23 10:26:08 +01:00
mazmazz 06ff171e19 Adjust vid.width floating point comparson for CHAT 2018-12-21 11:37:22 -05:00
Digiku 58a2cec70f Merge branch 'float_equal' into 'master'
Clear Float equal warnings

See merge request STJr/SRB2!383
2018-12-20 16:58:37 -05:00
Digiku 7982b1695a Merge branch 'ogl-zfighting-fix' into 'master'
OpenGL z-fighting fix [by Azeonus]

Closes #43

See merge request STJr/SRB2!395
2018-12-19 13:05:04 -05:00
mazmazz 96cad09db6 Change 0.05 to 0.05f 2018-12-18 16:59:59 -05:00
Azeonus 67cd6dcdd2 dispoffset OGL fix [by Azeonus] 2018-12-18 16:50:03 -05:00
Jimita 1d40676f3a
Merge branch 'master' into automap_fix 2018-12-17 17:46:29 -02:00
Alam Ed Arias 11aef0b3f1 Merge branch 'master' into float_equal 2018-12-16 13:52:45 -05:00
Latapostrophe 25e6d5388c merge conflict 2018-12-16 16:48:15 +01:00
Alam Ed Arias 15d0673685 fix compiling for clang 2018-12-14 21:31:37 -05:00
Alam Ed Arias 78634679f1 fix compiling for MSVC 2018-12-14 20:42:37 -05:00
Alam Ed Arias 6fd66bdb49 Clear float equal warnings 2018-12-14 20:34:06 -05:00
Monster Iestyn e0079ea1a2 remove NearVertice (which was unused anyway), clean up maz's changes 2018-12-14 23:28:07 +00:00
mazmazz abae63a64b SameVertice floating point match; fixes 64-bit OGL holes 2018-12-14 16:47:24 -05:00
Monster Iestyn c1e0041a0b copy doom legacy's replacement for the den == 0.0 calc in fracdivline 2018-12-14 21:22:13 +00:00
Monster Iestyn 623d1574ce minor cleanup 2018-12-14 21:00:53 +00:00
Monster Iestyn b42c306ef3 remove code from SearchDivline that was disabled ...and doesn't seem to exist anymore anyway 2018-12-14 18:14:08 +00:00
Monster Iestyn 52fd3dcbed split loading status code into a separate function 2018-12-14 18:11:30 +00:00
Monster Iestyn 02fc845a72 Make sure nptfront is explicitly > 0, so we don't alloc a poly for negative number points at all 2018-12-14 18:01:18 +00:00
Monster Iestyn 4089b6b8e9 use continue if NULL instead of a big if block if ...not NULL
also, SplitPoly returns if ps < 0, so there's no need to check for ps >= 0 afterwards
2018-12-14 18:00:08 +00:00
Monster Iestyn 3a125dbbd5 compare with actual doubles, not ints 2018-12-14 17:14:03 +00:00
MPC 6b22dc183b Fix the automap 2018-12-12 18:01:52 -03:00
Monster Iestyn 4b0d45afd8 Merge branch 'opengl-noloading' into 'master'
Hide OpenGL loading screen

See merge request STJr/SRB2!349
2018-11-26 15:30:45 -05:00
Monster Iestyn a71ca1d259 Merge branch 'fof-slope-skew-backport' into 'master'
FOF wall slope skewing backport

See merge request STJr/SRB2!341
2018-11-26 08:54:29 -05:00
mazmazz 930835f1a2 Dummy out OpenGL loading screen; fix console toggle so it doesn't actually show 2018-11-25 21:47:56 -05:00
mazmazz ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Monster Iestyn 0a0336a674 Merge branch 'master' into fof-slope-skew-backport
# Conflicts:
#	src/r_segs.c
2018-11-23 22:40:28 +00:00
Alam Arias 30b9cef043
Merge pull request #326 from monster-psychic-cat/opengl_splitscreen_sky_fix
Render the skies correctly on splitscreen in OpenGL mode
2018-11-23 14:48:05 -05:00
Monster Iestyn 3e6fcf1b8b Merge branch 'opengl-hud-scale-fix' into 'master'
OpenGL HUD scaling fix

See merge request STJr/SRB2!320
2018-11-14 16:48:13 -05:00
Alam Ed Arias f73ea4f984 Clean up warnings 2018-11-14 10:52:16 -05:00
Monster Iestyn 0d38061db8 Fix V_SNAPTOx code to consider dupx/dupy the same way as Software mode 2018-11-13 18:13:51 +00:00
MPC eb4a72440a Render the skies correctly on splitscreen in OpenGL mode 2018-11-10 16:19:41 -03:00
Monster Iestyn 323c89dbaf fix using abs() on unsigned 2018-11-10 17:40:09 +00:00
Monster Iestyn dd83652b71 Whoops, this broke my non-NEWCLIP test build 2018-11-10 16:10:25 +00:00
Monster Iestyn c4569e61a8 Made some efforts to improve efficiency of new code, hard to tell if I've made it better or worse though honestly
R_IsEmptyLine is now a thing too btw
2018-11-10 16:09:21 +00:00
Monster Iestyn 1e98e3b4f2 More progress, NEWCLIP added to doomdef.h, sadly it actually all lags the game so I've disabled it for now
Other notes:
* on second thought I'll keep the hw_clip functions' gld prefixes rather than HWR, not like it matters either way
* despite the extra lag it does fix the issues with translucent walls and such when displayed at different vertical angles, such as with the GFZ1 waterfall
2018-11-10 16:08:56 +00:00
Monster Iestyn a733a29f4c Starting work on porting hw_clip.c/h code, Makefiles and CMake can compile them at least
Other notes:
* Renamed all new functions to have HWR_ prefix instead of gld_, for consistency
* HWR_FrustrumSetup and HWR_SphereInFrustum are disabled and require HAVE_SPHEREFRUSTRUM. This is because 1) SRB2CB did not need the code, so presumably neither will we, and 2) there are some OpenGL API functions used there that due to our way of using OpenGL we don't use outside of r_opengl.c, which makes dealing with HWR_FrustrumSetup complicated in theory
* The new clipping functions are not added to OpenGL's "main" rendering code itself just yet, they're just available to use now once hw_clip.h is included
2018-11-10 16:08:26 +00:00
Monster Iestyn 925a56ad98 Merge branch 'opengl-improvements-backport' into 'master'
Opengl improvements backport

See merge request STJr/SRB2!304
2018-11-10 09:25:18 -05:00
Monster Iestyn 2fa0896fd0 Fix an error I made in HWR_DrawFixedPatch 2018-10-30 13:44:01 +00:00
Monster Iestyn b022ff02a5 add missing SHORTs in HWR_DrawPatch and HWR_DrawCroppedPatch as well 2018-10-29 13:34:54 +00:00
Monster Iestyn f8fd8f8ec5 HWR_DrawFixedPatch: Add V_OFFSET support for V_FLIP in hardware code as well, also add missing SHORTs for gpatch fields 2018-10-29 13:29:16 +00:00
Monster Iestyn 32077897b6 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.
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
Monster Iestyn aebcf3520b Remove pointless drawtextured variable and redundant fake planes checks (R_FakeFlat would already have made gr_frontsector/backsector something else if they were) 2018-10-27 19:32:55 +01:00
Monster Iestyn 3d88ee9d55 Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway 2018-10-27 19:31:24 +01:00
Monster Iestyn 09eecd36b4 Hack to make sure even (extra)subsectors without planepolys have segs adjusted
this fixes a crash in (old) GFZ2 at the ramp as a result of creating pv1/pv2. This probably means before pv1/pv2 there could have been some silly typecasting from vertex_t to polyvertex_t to get fixed vertex coords and such...
2018-10-27 19:29:45 +01:00
Monster Iestyn 90cfa5ef16 Make new pv1/pv2 seg pointers, so AdjustSeg doesn't modify the v1/v2 pointers directly anymore
Yes I know they're void * in r_defs.h's seg_t definition, it's quicker than trying to figure out if including hardware/hw_glob.h is a good idea or not
2018-10-27 19:29:31 +01:00
Monster Iestyn 1cf2ce63c0 More optimising and otherwise fixing bizarre formatting in hw_trick.c 2018-10-27 18:58:05 +01:00
Monster Iestyn 2107aab666 Moved my added slope checks in hw_trick.c to isCeilingFloating/isFloorFloating
I also optimised those two functions while I was there (why keep a "floating" variable when setting it to false guarantees the functions return false?)
2018-10-27 18:57:28 +01:00
Monster Iestyn 787d5b598d gr_correcttricks fix: don't check if top/bottom textures are missing for sloped sectors, just ignore and cancel the hack
This fixes GFZ2's mysterious flying flats at the ramp to the big room
2018-10-27 18:56:38 +01:00
Monster Iestyn 67a2922558 Ensure file is closed whenever MD2 reading errors happen 2018-10-27 18:53:38 +01:00