Commit Graph

19 Commits

Author SHA1 Message Date
prefect 0346ba1b18 Refactor model rendering to perform vertex setup in ModelVertexRenderer.
Sort all transparent models by distance to camera (however, do not sort
polygons by default).

This was SVN commit r3096.
2005-11-05 23:15:23 +00:00
janwas 8c76dc34af g_keys[] has been made redundant by SDL's key array; use SDL_GetKeyState instead to get address of new keys array
fix W4 warnings (unused param and type conversion mostly)

This was SVN commit r3068.
2005-10-31 16:26:51 +00:00
prefect 501acc65f5 Extension function pointers are renamed from glXyzARB to pglXyzARB
to avoid conflicts with system header files.

This was SVN commit r3054.
2005-10-30 01:18:15 +00:00
prefect 82ee484821 Massive rewrite/refactoring of the model rendering system.
Performance impact:
+ Player color rendered models are batched like normal models
- Transparent sorted models never use the vertex shader path

This was SVN commit r3009.
2005-10-25 01:43:07 +00:00
prefect de5361047a Player colour rendering fallback now looks exactly the same as the fast path
again (using multi-pass).

This was SVN commit r2902.
2005-10-12 01:07:01 +00:00
prefect 6efb1e1c00 Single pass player color rendering.
Falls back to a simpler formula when only 2 TMUs are available.
CRenderer is now a JS object called "renderer" for scripting.

This was SVN commit r2891.
2005-10-10 14:15:28 +00:00
prefect f1ee2cd66d Add the notion of render paths and an appropriate configuration option.
Add Ogl_Shader and Ogl_Program handle types for shaders/programs loaded
from
files.
In the vertexshader render path, use a vertex program for lighting for
optimization.

This was SVN commit r2853.
2005-10-05 16:42:09 +00:00
Ykkrosh d24fd1b0c9 Use gl*ARB wherever possible. They are mapped onto the core gl* function if the driver's version is high enough, else onto the extension's gl*ARB function.
(Just for fun, compressed texture uploads are mapped onto a
decompression function if the user's system doesn't understand S3TC
textures.)
Corrected (unless I'm wrong) GL version identification logic.

This was SVN commit r2384.
2005-06-14 03:33:16 +00:00
Ykkrosh 0331883a86 Temporary fix for mouse input. Improved performance in player-colour model renderer. Also improved performance in lighting, at least in unoptimised builds.
This was SVN commit r2328.
2005-05-20 17:09:47 +00:00
Ykkrosh d2948937a0 Fixed prop player-colouring. Allowed per-object colours. (Coming soon: data to demonstrate it.)
This was SVN commit r2113.
2005-04-07 04:29:07 +00:00
olsner aca9ce6c3c MiniMap GCC and crash bug fix as well as some miscellany
This was SVN commit r1896.
2005-02-02 17:03:37 +00:00
NoMonkey 983ddb2283 Just submitting a few optimizations to the player renderer and the executables for all the non-programmers :)
This was SVN commit r1873.
2005-01-30 06:49:51 +00:00
NoMonkey 0b903415dd Player models now render shadows.
Viewing rectangle now moves with the camera on the mini-map and shows
it's FOV correctly.  Currently it is a little out of place and possibly
out of scale as well.

This was SVN commit r1872.
2005-01-30 06:27:07 +00:00
Ykkrosh 39389b7bb2 Proper blending for player-colours
This was SVN commit r1847.
2005-01-28 15:38:49 +00:00
NoMonkey 8192c5b1c5 This was SVN commit r1810. 2005-01-25 03:27:38 +00:00
NoMonkey f96b676fc9 This was SVN commit r1809. 2005-01-25 03:12:04 +00:00
NoMonkey b2e50cfea9 This was SVN commit r1805. 2005-01-24 08:28:03 +00:00
NoMonkey bdafae6453 This was SVN commit r1804. 2005-01-24 06:33:20 +00:00
NoMonkey 761dfde0c5 This was SVN commit r1803. 2005-01-24 06:14:13 +00:00