Asteroth
bfacc16a51
Fix for single segment trails ( #6864 )
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* 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
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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 )
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* 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
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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 )
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* 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 )
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* 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
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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
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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.
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-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
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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.
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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