niffiwan
2910a7a6eb
Fix Coverity 1298261 Missing break in switch
2015-05-16 10:36:30 +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
Goober5000
78f9c8f82c
related to Mantis #3130 - don't create a VBO if we're not supposed to
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11298 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-11 12:12:03 +10:00
zookeeper
4e0beccfc9
Reverted r10944 and r10945 for now, with the exception of the GL_TRIANGLE_STRIP->GL_QUADS fix.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11105 387891d4-d844-0410-90c0-e4c51a9137d3
2014-10-07 12:21:56 +10:00
zookeeper
a23438f590
Fixed inverted normals in RTT if post-processing is on.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10945 387891d4-d844-0410-90c0-e4c51a9137d3
2014-07-27 13:03:04 +10:00
zookeeper
6b404f1daa
Fixed RTT bugs: 1) inverted geometry, 2) the output being mirrored both ways and a quarter of the output missing if post-processing is off.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10944 387891d4-d844-0410-90c0-e4c51a9137d3
2014-07-27 13:03:04 +10:00
The_E
d3089bb406
Fix for Mantis 2882 by Mageking17 (change-team-color with None color results in error)
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10914 387891d4-d844-0410-90c0-e4c51a9137d3
2014-07-14 19:02:32 +10:00
The_E
b7cd4e3c67
oops, broke something
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9693 387891d4-d844-0410-90c0-e4c51a9137d3
2013-06-11 19:22:17 +10:00
The_E
f860e040b2
Fix for Mantis 2882: "None" team color setting causes errors. Also fixes a few other oversights.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9692 387891d4-d844-0410-90c0-e4c51a9137d3
2013-06-11 19:22:17 +10:00
Valathil
ec32829615
Fix for Mantis 184: Use Vertex shader to replicate nohtl rendering of thruster cones. Also make shader state handling a bit less hackish.
2012-12-09 21:51:20 +00:00
Valathil
6ad5a937a9
Fix for Mantis 2736: abs is int in Linux and Mac; change to fl_abs in all instances where floats were used in the codebase.
2012-12-03 00:59:45 +00:00
Valathil
c5005adf53
Correct some issues with Help screens that popped up because of glCleanup and undocumented Nvidia driver behaviour.
2012-11-20 18:53:26 +00:00
Valathil
699e69b027
Followup to 9357: Don't flush texture state we don't care about that in shader pipeline and also move the fix to a more efficient place per Swifty's suggestion.
2012-11-18 23:33:01 +00:00
Valathil
666f978756
Fix for Mantis 2719: Clear Vertex Array state after rendering.
2012-11-18 19:07:33 +00:00
Zacam
755d7326b3
From Valathil, glCleanup to reduce the amount of calls.
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First post here: http://www.hard-light.net/forums/index.php?topic=82886.0
Mantis Here: http://scp.indiegames.us/mantis/view.php?id=2728
2012-11-18 10:05:44 +00:00
Zacam
05944baae8
From Valathil: Corrects for dynamic switching regarding Fixed Render Pipeline in the LAB
2012-11-16 04:14:29 +00:00
Goober5000
b30e2ee226
inspired by recent change to multi_sexp.cpp... in most cases, SCP_string should not be passed by value
2012-11-05 08:31:39 +00:00
The_E
35cc7b886e
PVS Studio suggestion: Create a reference instead of repeated vector access
2012-11-03 09:25:48 +00:00
The_E
f98e75dde6
A few updates to Team Colors:
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-Team Colors can now be applied to player ships
-change-team-color sexp for on the fly changes
-New F3 lab controls: T and Y can now be used to cycle team color presets
2012-10-26 18:39:43 +00:00
The_E
c69f00d90e
Fixes issue with Team Colors accidentally causing a null pointer dereference. Thanks to mjn.mixael for prodding at this.
2012-09-11 22:24:45 +00:00
Valathil
ac5c8dc798
Only use offsets for thruster distortions. Fixes weird framebuffer explosions.
2012-09-11 12:50:43 +00:00
Swifty
eeeeb2ce96
Base support for desaturated model rendering.
2012-09-10 04:51:11 +00:00
Swifty
7c7c64e769
Fixed rendering when using fixed function OpenGL pipeline. (Mantis 2696)
2012-08-18 10:39:20 +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
Swifty
638ff917a1
go_even_faster: Added framework to improve rendering performance by reducing OpenGL state changes between vertex data binds.
2012-08-11 20:20:24 +00:00
The_E
3b1a94b751
After a long time being tested in TAP, Team Colors are now stable. Please refer to http://www.hard-light.net/forums/index.php?topic=79743.0 for details.
2012-07-28 20:53:57 +00:00
zookeeper
b4c53dba03
Decoupled height and normal maps in one more place.
2012-05-19 10:10:12 +00:00
The_E
aa67e7dd1f
Decoupling height and normal maps
2012-05-19 09:22:11 +00:00
The_E
be86dc5254
Introduces "-misc" maps, which can be used to pass information to shaders using the sMiscmap sampler and FLAG_MISC_MAP shader define.
2012-05-12 21:08:15 +00:00
The_E
ae084d47e0
Do shader compilation during modelload, in order to avoid having to compile shaders during gameplay as much as possible
2012-04-09 12:43:20 +00:00
The_E
95f56d3af7
New shader initialization code. This removes the big, ugly GL_Shader_file[] array, and changes shader compilation behaviour to only compile shaders on demand, not on program startup
2012-04-02 10:20:31 +00:00
The_E
5c18143aa1
From casual_pilot: Fix for Mantis 2395 (incorrect index values passed to OpenGL)
2012-03-05 12:01:44 +00:00
Valathil
bca5096e9a
Fix OpenGL errors caused by animated shaders when not rendering to a fbo
2012-01-14 19:24:29 +00:00
The_E
41d68f3aca
From m|m: Fix for Mantis 2400 (RTT rendering broken in current builds). Also changes GL_rendering_to_framebuffer to the more aptly named GL_rendering_to_texture.
2011-12-23 13:09:39 +00:00
The_E
17a420c92a
Reverting the texture cache stuff due to issues with some models
2011-11-07 09:26:37 +00:00
The_E
e004154986
Eep, missed a "!"
2011-11-05 19:52:02 +00:00
The_E
593d3c00c1
Changing opengl_render_pipeline_program to avoid unnecessary texture uploads.
2011-11-05 19:23:39 +00:00
Echelon9
8543045b15
STL types again. Some of these are just inefficient, like reserving one extra slot for each additional element, and then pushing that element onto the STL type
2011-10-17 13:07:24 +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
Swifty
fe605149c4
Soft sphere sprite rendering for particles, explosions, shockwaves, and thrusters.
2011-08-20 22:14:52 +00:00
The_E
ebf412d9f4
From Valathil: Allow shader effects to be less wrong if the Post-processing framebuffer is not active
2011-07-31 20:37:42 +00:00
The_E
2dc34f3e1f
This is the correct version now.
2011-07-30 22:39:49 +00:00
The_E
7f219cad2c
Reverting due to bugs
2011-07-30 22:32:09 +00:00
The_E
32c5491d83
Adding support for the new cloaking effect.
2011-07-30 21:13:02 +00:00
The_E
8fb2085a9d
Adding the realtime ship/weapon select effects by Valathil.
2011-07-26 22:02:12 +00:00
The_E
7b2c8f7086
From Valathil: Do light sorting only once per object
2011-07-13 09:03:03 +00:00
The_E
a46de9340f
Fix for Mantis 2395: Introduces troubleshooting flag to switch between using glDrawElements and glDrawRangeElements
2011-06-28 20:20:25 +00:00
Zacam
75043ff5b1
go_faster from Antipodes 6. Everybody, say "Thank you, taylor!"
2010-10-18 18:32:37 +00:00
Swifty
b9baca78ed
Fix frame buffer objects from rendering upside down after calling gr_opengl_set_clip and gr_opengl_set_projection_matrix.
2010-03-03 12:47:08 +00:00