83 Commits
Author SHA1 Message Date
Asteroth bfacc16a51 Fix for single segment trails (#6864)
* fix single segmen trails when interrupted on both ends

* cleaner case handling

* remove wip stuff
2025-07-26 12:46:10 +02:00
Goober5000 2147571dff make several miscellaneous timestamps type-safe
Trail timestamps and a few top-level timestamps.  Also a few `static` and `constexpr` keywords for good measure.
2024-03-02 00:10:31 -05:00
Asteroth a14fb35713 initialize trail info better (#5588) 2023-09-09 02:41:55 -04:00
Asteroth 0a07b7e0ad some fixes for laser single segment trails 2023-07-24 18:37:03 -04:00
Fabian Woltermann 19f1e6b4ee remove bothersome warning 2023-07-17 23:07:37 +02:00
Fabian Woltermann e028162dc2 update batching assertions 2023-07-17 18:54:12 +02:00
Asteroth 60f3aa59d6 Make lasers less kinky (#5446)
* properly handle trapezoidal bitmaps

* clean up

* fixup single segment trails too

* fix
2023-06-07 19:59:07 -04:00
Asteroth 87ad9d99c4 add single segment trails (#5432) 2023-06-02 20:22:40 -04:00
David Gibson d7ebb8f062 Optimizing the trail renderer building code path moderately by avoiding repeated batch_find calls 2023-03-27 23:01:05 -05:00
BMagnu 2f0e2f591f Adjust alpha of neb-affected effects 2023-02-28 14:17:49 +01:00
David Gibson 6ecfe2f186 Removed unhelpful optimization from trail rendering 2023-01-24 16:58:36 -06:00
Taylor Richards ca73b4fefb fix crash on standalone from weapon trail cleanup
A standalone server can reset itself, which triggers game_level_close(),
before game_level_init() has been called. trails_level_close() didn't account
for not being inited first and would crash.
2022-01-18 06:39:50 -05:00
Asteroth d079d7fad2 Expose nebula visibility factors (#3676)
* Expose nebula visibility factors

* separately expose size factors

* naming changes
2021-11-10 13:07:04 -05:00
Brian Hernandez 08548ea517 Scale distant combat related effects so they stay visible (#3656)
* Scale distant combat related effects so they stay visible
- Effects scaled so that they always maintain a minimum pixel size
- Supports lasers, beams, all trails, muzzle flashes, and thrusters
- Disabled by default, but can be configured through the game_settings.tbl

* Added comments clarifying when min pixel size scaling happens.

* Convert some NULLs to nullptr to make CLANG happy
2021-10-13 19:46:01 -04:00
Baezon 93da6616f7 Merge remote-tracking branch 'upstream/master' into trails-optimize 2021-06-23 16:04:13 -04:00
Baezon adb7d9d195 review tweaks 2021-06-22 16:46:13 -04:00
Baezon 106b16d5eb initialize variables 2021-05-22 21:17:23 -04:00
Baezon 3a960db633 optimize trail drawing 2021-05-21 18:23:35 -04:00
Baezon 6ec1f45997 neb fog set up fixes 2021-04-01 02:17:49 -04:00
Baezon 3810b039f5 Merge remote-tracking branch 'upstream/master' into exponential-fog 2021-03-20 10:39:41 -04:00
Baezon 827754d6de minor fixes 2021-03-20 02:31:47 -04:00
Baezon 22f7ff3443 fix bias from random_circle/sphere 2021-03-11 03:02:24 -05:00
Baezon 3c53b74e5e switch to exponential nebula fog 2021-03-04 23:02:24 -05:00
Baezon 66c38c43c6 clean up 2021-01-27 12:43:32 -05:00
Baezon 4e5c74d729 add trail alpha decay exponent 2021-01-19 22:44:08 -05:00
Baezon 18bf11b715 yes really just a whitespace change because travis hates me 2020-11-15 00:13:16 -05:00
Baezon 8dba8f612e better comment 2020-11-12 14:28:14 -05:00
Baezon d4ac06fe81 comment for trail_add_segment and use vm_vec_zero 2020-11-11 23:39:04 -05:00
Baezon 048ee13269 implement trail "spread" 2020-11-11 16:56:22 -05:00
Taylor Richards f536b0cda2 fix Trails.next pointing to invalid address 2019-12-18 09:54:18 -05:00
Fabian Woltermann b3a8824d68 Adds more trace scopes to get a better look at the internals of render_frame 2017-02-02 15:07:43 +01:00
asarium d64196eff0 Refactor tracing subsystem
The new design is centered around the Event Trace JSON format but it
should still be possible to adapt it for other profiling tools. The old
profiling system has been removed.
2016-11-24 10:26:21 +01:00
asarium 26f45732da Move profiling functions into separate folder 2016-09-14 12:26:53 +02:00
SamuelCho b75a354505 Cleaned up more rendering code. Shrunk the vertex struct since we don't use spec_rgb anymore. Removed any declarations using the old geometry batcher. Streamlined desaturation in the model shader to use the main color uniform. Removed old unneeded interp_ code. Removed stored geometry shader parameters from the shader constants since we're no longer using the EXT version of geometry shaders. 2016-08-30 23:22:09 -07:00
SamuelCho 2022f6a792 Replaced GLAD loader with 4.1 Core specification. Removed traces of fixed function rendering code. 2016-08-19 02:12:47 -07:00
SamuelCho a481999a24 OpenGL Core support. Introduction of material based draw system. Rewrote geometry batcher. 2016-08-17 00:13:19 -07:00
asarium 16be3b7cc5 Add support for TrueType fonts
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.
2016-08-02 10:57:28 +02:00
MageKing17 70529dbd5a Deprecate -nohtl and -brief_lighting.
-nohtl hasn't worked for years, and -brief_lighting was always supposed to be a temporary flag before making the behavior always on.
2016-07-08 09:39:29 -07:00
The E e0defd287a Renaming vm_vec_crossprod to vm_vec_cross 2015-12-01 20:36:34 +01:00
Echelon9 c5493bb480 Scripted sort and uniq on (internal) project includes. Improves search time and as a by product removed a number of duplicative includes. 2015-06-22 20:24:30 +10:00
niffiwan 3859d16640 Fix Coverity 1298258: Uninitialized scalar var
Also fixes 1298256, 1298254, 1298253

For vertex vars use default value-initialisation to zero the struct
http://en.cppreference.com/w/cpp/language/value_initialization

Note that parts of vertex don't seem used in relevant codepaths, e.g.
the colours. A zero init approach should be safer should code change in
future.
2015-05-16 12:44:56 +10:00
SamuelCho 520b89408e Fixed warnings related to graphics code additions. 2015-05-08 21:21:20 -07:00
Swifty c620372357 Soft shadows, deferred lighting, and various major graphics optimizations. 2015-05-02 14:35:37 -07:00
Swifty edb5762d9c Optimization: sped up rendering of trails by switching out g3_draw_poly with gr_render. Removed extra memory allocation. 2012-04-08 22:00:16 +00:00
IssMneur 0717ad3d13 PVS-Studio fix: V512 A call of the 'memcpy' function will lead to overflow of the buffer '& x'. (pstypes.h:131) 2011-09-08 05:39:53 +00:00
The_E 7e50611a02 Guarding against a null vec3D in vm_vec_normalize here. 2011-04-21 16:12:54 +00:00
chief1983 5ffb61b26c Fix for #2365: Assert to Assertion so we can tell the user a little more about the crash. 2011-01-06 05:07:51 +00:00
portej05 719825f80d The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
I've tested this through compiling and through hand checking. 
Normalises line endings in ALL files to \n.
2009-06-20 08:08:20 +00:00
Wanderer 1302964fbf merge from wanderer branch - trail & contrail leading edge fade out option 2009-05-21 08:50:31 +00:00
Goober5000 6e4021888d add apostrophes to contractions, lol 2009-04-10 07:49:12 +00:00