* Expose disposing FBO's (with the option to keep the Bitmap Alive) to scripting
* Modernize nullptr
* Moved RenderTarget clearing to own public API
* Fixed Obsolete Comment
* Fix bad deletion of FBOs
* Resolve Memory Leak
* Change FBO cleanup to not reuse old ID's
* FIx oversight
* FIx oversight 2
The amount of output parameters is becoming quite large which makes it
harder to add new input parameters. For that reason I converted the
existing output parameters to a struct which cleans up the function
signature a lot.
Caching bitmaps between missions is no longer a problem for modern
system and this will improve the default load times when playing more
than one mission.
The TGA loading code pretends that it does pixel conversion but doesn't
actually do that. This changes ensures that this circumstance is
communicated to the caller of bm_lock which will allow that code to
handle the case properly.
This was reported by Bomb3rman on discord.
This can be used for mark parts of the code which should be unreachable
in normal execution. In debug mode, if such a statement is reached an
Error dialog is shown which aborts the execution. In release mode the
macro is replaced with a compiler specific expression that lets the
compiler know that this part is unreachable which allows it to optimize
the code better.
This changes how the bitmap slots are managed by the bmpman system.
Instead of allocating a fixed-size array when the game starts this will
manage multiple "blocks" of bitmap slots. When the engine runs out of
slots in the already allocated blocks it simply creates a new block and
allocates the new slot in that.
This removed the hard limit on how many bitmaps can be loaded at the
same time and should fix issues encountered by mods which use a lot of
bitmap slots (I'm looking at you Spoon).
This implements the idea described in #1503.
This is mostly intended for total conversions to allow them to set
themselves apart from FS2 based mods. It uses the new in-memory
filesystem to support a default icon in case no icon was specified by
the mod.
This allows to use more complex file structures in the executable
without requiring that those exist as real files. The rest of the code
does not need to handle the difference between a default file and a real
file anymore which means that it's now possible to embed image files
into the executable since bmpman only needs to use the standard CFile
API.
I added two tests which check if the default file can be found and
opened and if a mod file overrides the default file which should always
be possible.
This allows to render screen space decals into the deferred lighting
buffers no matter how complex the underlying geometry is.
Currently there is only limited support for using this in the engine.
Only weapon impact decals are supported at the moment for testing
purposes.
Even if bm_init() gets called more than once, for whatever reason. Unless bm_close() is called first, in which case it will re-allocate, potentially with a different MAX_BITMAPS (but it's okay, because there shouldn't be any active handles to worry about if bm_close() was called).
This uses UBOs for building a buffer object of uniform data before
using that data to draw objects. This should reduce the CPU overhead by
reducing the amount of glUniform calls required for executing a single
draw call. This is especially useful if rendering is limited by the CPU
which should help performance for people with slower CPUs.
This fixes#910.
All transformations are now handled by shaders so there is nothing
special going on in the graphics API specific code anymore. Since model
uniform buffers require access to these matrices I moved the matrix
handling out of the graphics API code.
The code did not use the right method for calculating the required size
of the memory. This was never noticed before because the old OpenGL
texture loading code only used 16-bit textures for interface data but
the new code uses 32-bit textures which exhausted the available memory.
This was found and reported by @chief1983.
This converts all usages of bmpman textures to OpenGL texture arrays.
That means that all frames of an animation are stored in a single OpenGL
texture object and can be accessed at the same time in a single draw
call. This should significantly reduce the overhead of drawing lots of
particles since all particles of a single animation can be drawn with a
single draw call.
This fixes#1169.
This makes it easier to determine what takes the most time while loading
the mission (loading models) and how we could optimize that load time
(optimize model loading).
This is not a bug fix but it also shouldn't cause any regressions since
there are no actual code changes so this could be merged before the
release of 3.8.
Somewhat related to the previous commit: if, in the future, we have another instance of trying to unload a nonexistent graphic, it would make much more sense if BMPMAN returned -1 (like it already does for other failure conditions, like trying to unload an unused slot) rather than tripping the "n >= 0" assertion down below (calling with -2 or other negative values that can still trip that assertion unaccounted for, because those would definitely be mistakes in the code).