taylor
084edcf6e1
get rid of some old/obsolete items (Mantis #1489 and #1497 )
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4277 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:43:06 +10:00
taylor
c116a2170a
various bits of bmpman cleanup be sure to clean all three possible buffers with OGL init fix a couple of bmpman loading bugs that messed up animations fix bmpman bug that didn't properly account for free'd texture ram count with unload_fast
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4073 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:55 +10:00
taylor
cfe438a40c
fix stupid bug (Mantis #1275 )
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4028 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:52 +10:00
taylor
ebdbb35b5f
remove cloakmap stuff, we'll need to redo this later on anyway deal better with a strange Windows buffer swap issue various bits of cleanup and performance improvements fix for gr_opengl_flash() that I had screwed up earlier
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4002 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:51 +10:00
taylor
5c5b2f7442
make sure that we don't set the 2d view matrix and then not reset it (Mantis #1269 ) clean up some of the fullneb mess that was causing some initial setup issues (colors wrong, etc.)
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3969 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:50 +10:00
wmcoolmon
f7e5abbee4
Fix non-opaque circles.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3919 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:48 +10:00
Goober5000
761e430eba
operator precedence FTW! :D
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3901 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:46 +10:00
wmcoolmon
9405a8c1e2
Attempt to remove various warnings under MSVC 2003, mostly related to casting, but also some instances of inaccessible code.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3898 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:46 +10:00
taylor
7b14ead21c
bunch of cleanup and minor little fixes get rid of GL_activate and GL_deactivate hold-overs various fixes for platform window/cursor handling we don't need texture combine support most of the time, so don't bother with it (fixes fonts not displaying properly) disable depth testing if we aren't using a zbuffer get rid of secondary color crap that was just messing things up, there are better ways to do it if we need the basic functionality back later dump old gamma ramp support, we don't really need it at this point do edge clamping by default instead of repeat
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3876 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:45 +10:00
wmcoolmon
fb94960327
WMC codebase commit. See pre-commit build thread for details on changes.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3821 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:42 +10:00
taylor
b0f1a79bad
properly support the updated window create code (all told: should take of of Mantis bugs #542 , #624 , #1140 , and possibly #962 and #1124 )
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3757 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:41 +10:00
taylor
13ee1b85db
enable/disable alpha test based on blend mode (found this hidden in an old tree, may help with blending the newer alphablend mode)
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3719 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:40 +10:00
taylor
32f1b13426
grrr ... fix dos EOL chars
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3709 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:39 +10:00
taylor
17adb27f4f
don't require hardware GL if running FRED (this is mainly for my benefit since I always forget to add that locally)
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3699 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:39 +10:00
taylor
b27fad2e1e
bit of cleanup (technically the vertex buffer stuff is part of a much larger change slated for post-3.6.9, but this should be a little faster)
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3615 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:36 +10:00
taylor
1c516c2540
clean up the function ptrs so that it's a bit easier to read
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3593 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:36 +10:00
taylor
9430b78326
minor clean and code optimizations clean up view/proj matrix fubar that made us need far more matrix levels that actually needed (partial fix for Mantis #563 ) add debug safety check to make sure that we don't use more than 2 proj matrices (all that GL is required to support) set up a texture matrix for the env map to that it doesn't move/look funky
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3590 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:35 +10:00
taylor
d54301f34a
some gamma ramp fixage, still hasn't gotten a steller review from DaBrain but it does work much better than before, so I'll tweak it later if need be
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3576 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:35 +10:00
taylor
4a3e5826ee
clean up the grstub mess (for work on standalone server, and just for sanity sake) move color and shader functions to 2d.cpp since they are exactly the same everywhere don't bother with the function pointer for gr_set_font(), it's the same everywhere anyway
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3540 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:33 +10:00
taylor
4d018ff477
allow W32 init fallback if desktop depth is less than requested game depth (it may look like crap, but at least it will work)
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3538 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:33 +10:00
taylor
bf6a49525d
OMG! MEMLEAK!!!! (maybe no one will notice that it was my fault ;))
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3444 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:30 +10:00
taylor
04e24d23f5
very small math optimization
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3405 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:29 +10:00
taylor
44c635addb
only do i2fl() on the font bitmap once per string rather than doing it per-letter (basically unnoticable performance boost) before doing alpha channel check, make sure the bitmap is valid, since it doesn't actually catch that until later in the texture code
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3342 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:26 +10:00
taylor
ef64332199
handle non-MVE movies a bit better in OpenGL (don't get freaky with the window, don't lose input, etc.) some cleanup to OpenGL window handling, to fix min/max/full issues, and try to make shutdown a little nicer
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3332 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:25 +10:00
Goober5000
b4fcd028f0
cvs comment tweaks
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3282 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:23 +10:00
taylor
6ddbad120e
be sure to properly reset fullscreen/minimized state vars as we switch between them remove the temporary -alpha_alpha_blend option fix screenshots on big endian fix various things that Valgrind complained about
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3261 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:22 +10:00
taylor
7e0c7039fc
this should hopefully fix cursor drift on multi-display configs
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3160 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:19 +10:00
taylor
b7c87f6047
flip color/depth values, appears some are initting software GL again and this was the problem previously
2006-06-01 07:33:59 +00:00
taylor
e3f7b75542
render strings a string at a time rather than a letter at the time (should be at least 3 times faster from state changes alone)
2006-05-31 04:02:05 +00:00
taylor
646e844eb2
z-range for 2D ortho is -1.0 to 1.0, may help avoid some strangeness if we actually get that right. :)
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minor cleanup of old code and default settings
try not to bother with depth test unless we are actually going to need it (small performance boost in some cases)
don't clear depth bit in flip(), while technically correct it's also a bit redundant (and comes with a slight performance hit)
2006-05-30 03:53:52 +00:00
taylor
72e567a7b9
remove grd3dparticle.* and grd3dbatch.*, they are obsolete
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allow us to build without D3D support under Windows (just define NO_DIRECT3D)
clean up TMAP flags
fix a couple of minor OpenGL state change issues with spec and env map rendering
make sure we build again for OS X (OGL extension functions work a little different there)
render targets always need to be power-of-2 to avoid incomplete buffer issues in the code
when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function
re-fix screenshots
add true alpha blending support (with cmdline for now since the artwork has the catch up)
draw lines with float positioning, to be more accurate with resizing on non-standard resolutions
don't load cubemaps from file for D3D, not sure how to do it anyway
update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc.
2006-05-27 17:07:48 +00:00
taylor
7a8789e334
OpenGL envmap support
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newer OpenGL extension support
add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics
add cubemap reading and writing support to DDS loader
fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required
add support for a default envmap named "cubemap.dds"
new mission flag "$Environment Map:" to use a pre-existing envmap
minor cleanup of compiler warning messages
get rid of wasteful math from gr_set_proj_matrix()
remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there
clean up bmpman flags in reguards to cubemaps and render targets
disable D3D envmap code until it can be upgraded to current level of code
remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping)
replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call
2006-05-13 07:29:52 +00:00
phreak
0972de3462
gr_flash_alpha(), much like gr_flash(), but allows an alpha value to be passed
2006-04-15 00:13:22 +00:00
taylor
2ba79e102e
deal with font rendering issue from float precision on non-standard resolutions. this is only about a 97% fix/hack
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but I don't want people complaining about the bad issue until I can figure out a more appropriate solution with
gr_set_clip(), which is the real source of the problem
2006-04-13 12:15:58 +00:00
taylor
2ee9d66423
some cleanup and slight reorg
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- remove special uv offsets for non-standard res, they were stupid anyway and don't actually fix the problem (which should actually be fixed now)
- avoid some costly math where possible in the drawing functions
- add opengl_error_string(), this is part of a later update but there wasn't a reason to not go ahead and commit this peice now
- minor cleanup to Win32 extension defines
- make opengl_lights[] allocate only when using OGL
- cleanup some costly per-frame lighting stuff
- clamp textures for interface and aabitmap (font) graphics since they shouldn't normally repeat anyway (the default)
(doing this for D3D, if it doesn't already, may fix the blue-lines problem since a similar issue was seen with OGL)
2006-04-12 01:10:35 +00:00
taylor
6c54f20ef5
make sure to only allow on screen save at the time (I don't like having it restricted but since it's not used for anything else there is little point)
2006-03-26 08:26:45 +00:00
taylor
2205a9e660
minor cleanup
2006-03-22 18:12:50 +00:00
taylor
476ab31130
add v-sync support for OGL (I skimmped on this a bit but will go back to do something better, "special" extension wise, at a later date)
2006-02-24 07:35:48 +00:00
taylor
6884c57e2e
start of some of the newer GL stuff
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- initial support for dropping from fullscreen to windowed mode (will get more changes in another day or so, mainly because of FRED2)
- a little cleanup
- init change for WGL to be a little safer and to help report what it tried to use and what it got in the way of pixelformat
- don't use global OGL_enabled to decide if GL is initialized or not (also getting more changes shortly)
- make sure opengl_close() will always execute properly through atexit() (also getting changed later to not run through atexit())
2006-02-20 07:23:29 +00:00
taylor
7e7a881354
better lighting for OpenGL
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remove some extra stuff that was from sectional bitmaps since we don't need it anymore
some basic lighting code cleanup
2006-01-30 06:40:49 +00:00
taylor
8c46901b47
break out of error check loop after the first check in FRED since it doesn't like this for some reason
2006-01-24 13:38:30 +00:00
taylor
3da6678877
clear depth buffer on each page flip (may give a slight speed increase)
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change error check handling again, FRED may like this better but if it starts hanging again I have another fix
little safety checks for opengl_close()
fix atexit() call for OGL closeout
2006-01-22 01:30:33 +00:00
wmcoolmon
24d8f7973f
Scripting updates; Special scripting image list; Better operator meta; Orientation type; Wing type; Texture type. Fix for MSVC7 compiling.
2006-01-21 02:22:05 +00:00
taylor
ab81c738db
don't forcefully disable multisample still (part of an old ATI fix that didn't actually fix anything)
2006-01-21 00:14:25 +00:00
taylor
74e33659ab
gr_*_bitmap_ex() stuff, D3D side is 100% untested to even compile
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several other very minor changes as well
2006-01-20 17:15:16 +00:00
wmcoolmon
a657ad4cad
Lua debugging stuff; gr_bitmap_ex stuff for taylor
2006-01-19 16:00:04 +00:00
taylor
3e1c3c6ff4
don't specify a read buffer, something with this is screwing up ATI cards, a debug string should satisfy a hunch
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ifdef out the bumpmap stuff, it's very wrong anyway :)
2006-01-02 07:25:11 +00:00
taylor
1b2a6031e2
we are using gouraud lighting here so be sure to set the proper tmap flag (fixes D3D, corrects OGL)
2005-12-29 20:12:51 +00:00
wmcoolmon
246cfcfa65
Codebase commit, most notably including objecttypes.tbl
2005-12-29 08:08:42 +00:00
taylor
150e297236
put texture filter debug message back (was commented out for some reason in phreak's commit)
2005-12-29 04:33:15 +00:00