Taylor Richards
5e2a4c05a3
make sure particles don't get processed on standalone
2022-01-18 06:38:35 -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
Baezon
29846e2101
make particle alpha distance fade be based in part on radius
2021-06-07 20:50:12 -04:00
Joshua Glatt
144d484c85
Replace rand() calls with a Random class ( #3332 )
2021-05-04 18:26:06 -07:00
Baezon
6e54ed3dfc
more exponential fog
2021-03-08 00:09:42 -05:00
Baezon
3c53b74e5e
switch to exponential nebula fog
2021-03-04 23:02:24 -05:00
Baezon
13f911528f
no implicit magic number, and initialize 0
2020-10-12 13:39:05 -04:00
Baezon
773d6f9710
v1
2020-10-12 01:13:29 -04:00
asarium
ea73ea33ca
Add support for looping particles
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This introduces support for keeping particles around forever and letting
them be controlled by a Lua script.
2018-09-17 09:26:20 +02:00
asarium
d1a6b48beb
Improve handling of non-persistent particles
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The current particle system uses dynamic allocation of particle
instances for keeping track of particle instances. This adds unnecessary
overhead in case the code does not need a handle to this particle which
is the case in pretty much all instances.
The new non-persistent particles are stored in a standard vector without
dynamic allocation which should make the processing steps using this
vector much faster and allow better scalability in case more particles
are used by a mission.
2018-04-22 16:22:28 +02:00
Fabian Woltermann
0af2736327
Load the Fire particle animations ( #1251 )
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Load the Fire particle animations too. Fixes #1245 .
2017-02-21 16:20:35 -08:00
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
6922d3ca2c
Integrate the existing monitor system into the new tracing system
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This writes the monitor updates as counter events into the event trace
file.
2016-12-21 16:10:01 +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
67916a4efb
Cleaned up various warnings from orphaned variables or added by the new rendering code.
2016-08-24 21:28:24 -07:00
asarium
1f1d6ceecf
Remove extensions that are included in OpenGL Core
2016-08-20 21:43:48 +02:00
SamuelCho
a481999a24
OpenGL Core support. Introduction of material based draw system. Rewrote geometry batcher.
2016-08-17 00:13:19 -07:00
asarium
bbeaaa1565
Add a new particle effect system
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This is similar to the script I wrote a few years ago but unlike that
one, this solution doesn't kill the performance.
2016-08-04 11:08:39 +02:00
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
niffiwan
87770aad8f
Add total_time output param to bm_load_animation
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Also convert int to bool, and replace NULL with nullptr
2016-05-10 19:42:20 +10:00
niffiwan
0b20b15c2c
Fix issues found by Axem
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Fix silly issue preventing getFrame() from working
Remove infinite loop when calculating frame num
Convert more animations to use new frame calc function
2016-05-10 19:42:20 +10:00
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
Swifty
c620372357
Soft shadows, deferred lighting, and various major graphics optimizations.
2015-05-02 14:35:37 -07:00
z64555
8d5fbab768
z64555's debug console. Take 2. Includes changes to most (not Xcode) project files to include the added files of r10621
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10622 387891d4-d844-0410-90c0-e4c51a9137d3
2014-05-08 19:18:37 +10:00
The_E
98355da7d5
Revert 10619: Missing files
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10620 387891d4-d844-0410-90c0-e4c51a9137d3
2014-05-08 19:18:36 +10:00
z64555
2b2ba832f8
z64555's debug console.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10619 387891d4-d844-0410-90c0-e4c51a9137d3
2014-05-08 19:18:36 +10:00
The_E
e2281c39cb
Adds Swifty's frame profiling code. In order to activate it, use the -profile_frame_time commandline parameter. ATTENTION PLATFORM MAINTAINERS:
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This adds a new file to the source tree named profiling.cpp, add this to the respective project files (I've already done it for the various MSVS projects)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9806 387891d4-d844-0410-90c0-e4c51a9137d3
2013-09-26 18:51:33 +10:00
Goober5000
b3c5bdab7b
properly fix the removal of particles (Mantis #2165 )
2012-12-17 09:36:40 +00:00
Goober5000
6bb4ae42ae
revert revision 9411 in preparation for fixing particles (Mantis #2165 )
2012-12-17 08:59:55 +00:00
Zacam
c10eca5808
Fix for Mantis 2165: Vector iterator becomes invalid in Particle.cpp
2012-12-09 03:31:18 +00:00
Swifty
6ba0da6020
go_even_faster: Improved rendering performance of particles by sending vertex data via buffer object.
2012-08-11 21:01:13 +00:00
Echelon9
598bd73413
STL types are tuned to handle their own memory allocations. Code like this is never going to be optimal in all situations, and likely to be sub-optimal in many situations
2011-10-17 13:01:48 +00:00
Echelon9
41919ee15b
Clarify some aspects of the geometry map and distortion map batchers, as well as clarifying and making consistent the function calling conventions throughout the code.
2011-10-16 05:08:33 +00:00
Swifty
fe605149c4
Soft sphere sprite rendering for particles, explosions, shockwaves, and thrusters.
2011-08-20 22:14:52 +00:00
The_E
c71012a829
Patch for Mantis 2421 from m!m: Adds scripting controls for particles.
2011-06-01 19:41:07 +00:00
The_E
a1acb0601d
And more from m!m, as seen here: http://www.hard-light.net/forums/index.php?topic=44821.msg1487355#msg1487355
2011-03-19 21:49:42 +00:00
Wanderer
3b1597f2d9
fix to attach muzzleflashes on ship to weapon firing points - mantis 2135.
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also related fixes - fix attached particle rendering, allow all particles to exists at least 1 frame
2010-03-04 10:10:57 +00:00
taylor
4b40d32f3d
particle updates from the Xt code base
2010-02-03 02:18:22 +00:00
Wanderer
c2a526db7d
fix to portej's fix to particle code
2009-12-18 07:43:43 +00:00
portej05
e67a50beca
Make particles go a lot faster! (until a better system is implemented)
2009-12-18 04:28:13 +00:00
portej05
0383415a3b
Antipodes 3 from Flaming_Sword
2009-09-26 05:52:17 +00:00
portej05
6a8d45c93d
Replace most instances of std::vector with SCP_vector. Memory is now all run through vm_malloc and vm_free.
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Watch it go up AND down in mission.
2009-07-11 07:07:57 +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
taylor
96c1fc5df2
some minor performance improvements
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remove NO_SOUND
2007-02-11 09:39:09 +00:00
taylor
806027e4e8
various small compiler warning and strict compiling fixes
2006-09-11 01:00:28 +00:00
taylor
11204949ec
small optimization
2006-09-08 06:11:06 +00:00
taylor
43dd50673d
lots of little cleanup and minor fixage
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make Particles[] dynamic (appears to improve processing speed of two particle functions by about 30%)
move to completely using Bobboau's geometry batcher instead of the stale one that RandomTiger did
little change to PARTICLE_SMOKE to flip UV orient differently, may add some realism, or just look kinda neat
get rid of particle_emit() stuff what was hardcoded for MAX_DETAIL_LEVEL value
2006-05-27 16:52:50 +00:00