Commit Graph
20 Commits
Author SHA1 Message Date
Goober5000 ac2f474581 use the whole submodel hierarchy in FRED
The `fredhtl_render_subsystem_bounding_box` function only handled one level of submodel positioning, which worked for turrets but not more complicated submodel stacks like the Ma'at.  This properly handles all submodels in the hierarchy.

Fixes #3971.
2022-01-28 21:20:32 -05:00
David Gibson 1c2b83f6aa Removing dead code paths 2021-10-17 11:05:37 -05:00
Goober5000 148df94e50 use original intent of colors 2021-08-04 01:42:42 -04:00
Goober5000 e3617169ca add Draw Outlines on Selected Ships option
This option is helpful because the mesh outlines will often obscure important information like submodel names and turret weapons.
2021-07-24 14:15:06 -04:00
Goober5000 c0430f0b55 add menu option to display info for all turrets 2021-07-11 03:42:24 -04:00
Goober5000 0d2d94a49b display weapons along with turrets 2021-07-11 03:33:43 -04:00
JohnAFernandez 44343f8d1e Put a bandaid on Fred freezing
Could be because of variable overflows or from `thistime` somehow being much smaller than `lasttime`.

Hard to find the root cause, but manually setting the memory to bad values will no longer cause the freezing with this patch.
2021-04-19 22:00:46 -04:00
Goober5000 24df0efb6e add model instance support to FRED rendering
This changes FRED to properly initialize a model instance on ship creation and also use that instance when rendering the ship.  This prevents destroyed submodels from appearing.  Fixes #3212.
2021-02-15 08:34:12 -05:00
Goober5000 34da5093bf make fred popup match the conventional pitch/bank/heading 2020-09-15 13:27:05 -04:00
asarium aa8fb89a17 Fix unreadable FRED tooltip
I forgot to set the alpha blend mode in the NanoVG changes which meant
that the code used additive blending by default which is not good if the
color in use is black. This sets the blend mode to the value that
corresponds to the values used by the NanoVG reference code.
2017-12-18 19:04:36 +01:00
asarium cdd391caa8 Move light handling out of OpenGL code
There is nothing specific to OpenGL in that code anymore since it's all
handled in the shaders at this point. This will make the lighting
information available in the normal graphics code which allows to use
those values when filling the uniform buffer for the model rendering.
2017-09-10 11:48:38 +02:00
asarium 4c1ed2f66a Move graphics matrix handling out of OpenGL code
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.
2017-09-05 12:36:32 +02:00
Fabian Woltermann 2c4c337907 Removes the palette code entirely. 2017-02-01 18:57:52 +01:00
asarium edc7f9e5d5 Fix warnings 2016-08-24 20:48:23 +02:00
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00
z64555 17a6896e1d Merge branch 'master' into cleanup/fred
Conflicts:
	fred2/fred.cpp
	fred2/fredrender.cpp
2016-08-04 19:18:16 -05:00
z64555 35dc235599 Cleanup of fredrender.h and .cpp. 2016-08-02 04:21:54 -05:00
z64555 2829eb5e35 Remove editor.h 2016-08-02 04:21:18 -05:00
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
asarium 1bcd5400d3 Move build system to CMake 2016-07-22 12:07:19 +02:00