- 25 Aug, 2022 23 commits
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Richard Gobeille authored
-Missing mip levels are now drawn by scaling the highest mip level present in the file, not just taking mip 0 when e.g we want mip 4 but 0-3 are available -Algorithm for determining which mip level to use has been adjusted to bias for rendering quality and not just speed (e.g don't display the chunkier mip levels at such close distances) -Mip levels other than the default are now run through a conversion process that standardizes the colors used based on those found in mip 0, to work around issues where the mip levels ended up with fullbright colors substituted in place of regular palette entries when the mips were originally generated by SLABSPRI/SLAB6 -Add terrible heuristic for mip level rejection based on how many visible voxels are present in the higher mip level versus the lower mip levels for the same voxel. This is intended to work around issues where SLABSPRI and SLAB6 both generated their mips by removing cubes a bit too liberally, resulting in any feature of the model that was only 1 voxel thick being completely obliterated by the mip generation process. This can be observed by setting r_novoxmips to 0 in older builds and viewing 8756_FLOORLAMP_ON.kvx from Ion Fury 2.0 or earlier at various distances in-game. Without this heuristic, poorly generated mip levels that end up obliterating the entire lampshade are drawn.
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Richard Gobeille authored
Not particularly exciting or useful now that the converted versions are cached.
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
Fixes textures with fullbright pixels being drawn completely bright when texture filtering is enabled, and a couple other issues.
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
Makefile: rework to use exclusion lists instead of inclusion lists for determining which objects to use as part of the build Benefits: almost 200 lines deleted from the Makefile, new source files added to the project require no additional setup. Drawback: you can't leave random shit with .c or .cpp file extensions laying around your source directories (sounds more like another benefit tbh).
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Richard Gobeille authored
engine: clipping change: attempt to apply 5f50a454 to sprites and not just walls Something somewhere is still fucked, though (and was before this commit)
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
engine: fix bug where sometimes samplers would still end up bound to texture units after render mode switches
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Richard Gobeille authored
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Richard Gobeille authored
audiolib: add useCallBack parameter to FX_StopSound() and FX_StopAllSounds() (and, by extension, MV_Kill() and MV_KillAllVoices())
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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- 27 Jul, 2022 1 commit
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Richard Gobeille authored
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- 26 Jul, 2022 1 commit
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Found by Nuke.YKT
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- 10 Jul, 2022 2 commits
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NY00123 authored
now conflicting with extern "C" declaration from config.h. The "extern" itself isn't needed, but this is a good chance for removal.
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- 09 Jul, 2022 1 commit
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- 04 Jul, 2022 1 commit
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Colin Kinloch authored
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- 26 Jun, 2022 1 commit
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Jordon Moss authored
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- 11 Jun, 2022 10 commits
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Richard Gobeille authored
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Richard Gobeille authored
Duke3d: fix menu option to disable item pickup messages not saving to .cfg by adding "hud_messages" cvar This bug appears to be rather old...
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Richard Gobeille authored
engine: fix "twitching" of models drawn with rotatesprite when the viewangle changes in polymost and polymer
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Richard Gobeille authored
engine: break glBufferData()/glBufferSubData() stuff out of polymost_drawpoly() and into polymost_startBufferedDrawing()/polymost_bufferVert()/polymost_finishBufferedDrawing() and use for polymost_printtext256() and polymer_drawartskyquad()
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Richard Gobeille authored
engine: set polymer sky according to the first sector drawn per frame instead of predetermining it at map load time This allows maps that use more than one parallax sky texture to look more correct in polymer, assuming only one type of sky is visible at once.
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
voidwrap: add explicit "voidwrap" target to Makefile so I can "make voidwrap" and not "make voidwrap_steam_x64.dll", strip .dll after building, add UNREFERENCED_PARAMETER to DllMain() to silence warnings It's nice that the Steam SDK was apparently updated to be compatible with MinGW at some point, so we aren't forced to build this .dll with MSVC anymore.
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