Commit Graph
408 Commits
Author SHA1 Message Date
fryday 273b4ca528 Fixed normal loading in OpenGL HT&L.
Fixed lighting in OpenGL HT&L, hopefully for the last time.
Added a test if a normal is valid during model load, if not, replaced with face normal
2003-11-29 16:11:46 +00:00
randomtiger 22d4bfe51e Rendering jumpnodes in htl via the old system to make them display again, appears to be so cheap it wouldnt be worth the effort to convert it to true htl. 2003-11-29 14:54:35 +00:00
fryday 772de2a9d2 Got lasers to work in HT&L OpenGL
Messed a bit with opengl_tmapper_internal3d, draw_laser functions, and added draw_laser_htl
2003-11-25 15:04:46 +00:00
bobboau 5a2ec84253 made the poly list dynamicly alocated,
started work on fixing the node model not rendering,
but most of that got commented out so I wouldn't have to deal with it
while mucking about with the polylist
2003-11-17 04:25:58 +00:00
Goober5000 4c165d76ef language 2003-11-16 04:09:27 +00:00
phreak caac0815dc changed g3_done_instance() calls to take a parameter to pop the T&L matrices 2003-11-11 18:12:41 +00:00
bobboau df0bab0bcf shit load of bug fixing, much of it in nebula and bitmap drawing 2003-11-11 03:56:13 +00:00
Goober5000 401967dd9d ubercommit - basically spelling and language fixes with some additional
warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
randomtiger d688fb033d Fixed a nohtl call to htl funcs (crash with NULL pointer)
Fixed a bug with 32bit PCX code.
Fixed a bug in the d3d_string batch system that was messing up screen shaking.
Added a couple of checks to try and stop timerbar push and pop overloads, check returns missing pops if you use the system.
Put in a higher res icon until we get something better sorted out.
2003-11-07 18:31:02 +00:00
Kazan 98d823a100 slight change to .dsp - leave the damn release target as fs2_open_r.exe already
added myself to credit
killed some of the stupid fscking warnings (including doing some casting and commenting out unused vars in the graphics modules)
Release builds should have warning level set no higher than 2 (default is 1)
Why the hell are we getting warning's about function selected for inline expansion... (killing them with warning disables)
FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either)
2003-11-06 20:22:18 +00:00
bobboau 6a4a9b8e97 modified trails to render with tristrips now rather than with stinky old trifans,
MUCH faster now, at least one order of magnatude.
2003-11-02 05:50:08 +00:00
bobboau b5497ebcdf new matrix handeling code, and fixed some problems with 3D lit verts,
several other small fixes
2003-11-01 21:59:22 +00:00
randomtiger 6b1b1751ce Added -no_set_gamma flags
Fixed up some more non standard res stuff
Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D
Made fade in credits work
Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level
Deleted directx8 directory content, has never been needed.
2003-10-27 23:04:23 +00:00
randomtiger c4bd0bddd9 Fixed hulls not drawing (with Phreaks advise).
Put my 32bit PCX loading under PCX_32 compile flag until its working.
Fixed a bug with res 640x480 I introduced with my non standard mode code.
Changed JPG and TGA loading command line param to "-t32"
2003-10-26 00:31:59 +00:00
bobboau 5b504cc840 adding FOF stuff,
and fixed a small error in the matrix code,
I told you it was indeed suposed to be gr_start_instance_matrix
in g3_done_instance,
g3_start_instance_angles needs to have an gr_ API abstraction version of it made
2003-10-25 06:56:07 +00:00
phreak 764c8a8a87 fixed some old bugs that reappeared after RT committed his texture code 2003-10-25 03:27:50 +00:00
randomtiger d86faac276 Bobs changes (take 2) 2003-10-23 18:03:25 +00:00
fryday aa04dcdaeb Simplified model rendering, and it fixed up a serious bug on my system in which models with submodels didn't get their hull rendered 2003-10-23 13:53:36 +00:00
phreak 139b1acda2 oops! forgot to bracket something off with an if :rolleyes: 2003-10-18 02:43:59 +00:00
phreak 73c340d0cf switched around positions of gr_start_instance_matrix and gr_end_instance_matrix 2003-10-18 01:59:02 +00:00
randomtiger 910b9e5516 Implemented hardware fog for the HT&L code path.
It doesnt use the backgrounds anymore but its still an improvement.
Currently it fogs to a brighter colour than it should because of Bob specular code.
I will fix this after discussing it with Bob.

Also tided up some D3D stuff, a cmdline variable name and changed a small bit of
the htl code to use the existing D3D engine instead of work around it.
And added extra information in version number on bottom left of frontend screen.
2003-10-14 17:39:18 +00:00
Kazan 4b042fcbeb Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down
Commented out the "warning null vector in vector normalize" crap since we don't give a rats arse
Added "beam no whack" flag for beams - said beams NEVER whack
Some reliability updates in FS2NetD
2003-10-13 05:57:50 +00:00
matt c1fff6095f Added -nohtl command line param to disable HT&L, nothing is IFDEFd
out now. -Sticks
2003-10-10 03:59:41 +00:00
Kazan 5b6ca4220c fs2netd now TCP 2003-10-04 22:42:23 +00:00
bobboau 300d5fc2c1 commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL
still needs a lot of work, ubt the frame rates were getting with it are incredable
the biggest problem it still has is a bad lightmanegment system, and the zbuffer
doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters,
and weapons, I think these should be modifyed to be sent through hardware,
it would be slightly faster and it would likely fix the problem

also the thruster glow/particle stuff I did is now in.
2003-09-26 14:37:16 +00:00
wmcoolmon cb0002c4e2 Changed "cell" to "Cmdline_cell" -C 2003-09-14 19:02:06 +00:00
bobboau 04716e55dd an asortment of bugfixes, mostly with the specular code,
HUD flickering should be completly gone now
2003-08-31 06:00:42 +00:00
bobboau a76ebd336e specular code should be bugless now,
cell shadeing has been added activated via the comand line '-cell',
3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details
2003-08-22 07:35:09 +00:00
bobboau 0ace2693ee update for the specmapping code includeing
suport for seperate specular levels on lights and
optional strings for the stars table
code has been made more organised,
though there seems to be a bug in the state selecting code
resulting in the HUD being rendered incorectly
and specmapping failing ocasionaly
2003-08-16 03:52:24 +00:00
bobboau fb698a7a28 Specular 'shine' mapping;
useing a phong lighting model I have made specular highlights
that are mapped to the model,
rendering them is still slow, but they look real purdy

also 4 new (untested) comand lines, the XX is a floating point value
-spec_exp XX
the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there
-spec_point XX
-spec_static XX
-spec_tube XX
these are factors for the three diferent types of lights that FS uses, defalt is 1.0,
static is the local stars,
point is weapons/explosions/warp in/outs,
tube is beam weapons,
for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction
2003-08-12 03:18:34 +00:00
phreak 9293801be0 optimized the way cloaking is handled 2003-08-06 17:24:57 +00:00
phreak c302bb1409 lighting in the render functions now work for opengl as they do in d3d 2003-07-15 16:09:46 +00:00
phreak 4a166a2751 models that are fully cloaked draw front-to-back 2003-07-15 02:37:59 +00:00
phreak 16d3f993db changes for cloaking implemented 2003-07-04 02:28:37 +00:00
phreak 1e4365fd32 debris is now properly fogged 2003-06-08 17:31:37 +00:00
phreak d9a9f9e750 added some code that took advantage of opengl fogging stuff 2003-06-04 15:28:24 +00:00
unknownplayer 3a7cc9cc63 The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. 2003-03-18 10:07:06 +00:00
Goober5000 4214c8c99f fixed some misspellings
--Goober5000
2003-03-18 01:44:31 +00:00
penguin e15dc894fe Moved Gr_scaler_zbuffering definition to top of file
- penguin
2003-03-02 05:55:51 +00:00
phreak aa412718e4 enabled RGB lighting for OpenGL 2003-01-30 23:19:14 +00:00
Goober5000 09b61901c5 fixed a few bugs in Bobboau's implementation of the glow sexps; also added
help for the sexps in sexp_tree
--Goober5000
2003-01-21 17:24:16 +00:00
bobboau 67faca1076 added several sExps for turning glow points and glow maps on and off 2003-01-20 05:40:50 +00:00
bobboau d4f242427d redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it 2003-01-19 01:07:43 +00:00
Goober5000 881306223e added capability to the $Texture replace code to substitute the textures
without needing and extra model, however, this way you can't substitute
transparent or animated textures
--Goober5000
2003-01-17 01:48:50 +00:00
Goober5000 4373cdde4f yay! got texture replacement to work!!!
--Goober5000
2003-01-16 06:49:11 +00:00
Goober5000 81227d877a fixed the giant thruster glow bug
--Goober5000
2003-01-09 05:55:55 +00:00
Goober5000 a67d462b4c cleaned up some stuff with model_set_thrust and a commented Assert that
shouldn't have been
--Goober5000
2003-01-06 19:33:22 +00:00
bobboau 2dbc7e5277 inital decals code, if you are worried a bug is being caused by the decals code it's only references are in,
collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949.
it needs a better renderer, but is in prety good shape for now,
I also (think) I squashed a bug in the warpmodel code
2002-12-07 01:37:43 +00:00
Goober5000 88011c314a commented out an unneeded variable (ship *shipp) in model_really_render 2002-12-02 23:16:45 +00:00
bobboau 1534138f83 added nameplate code 2002-11-14 06:15:03 +00:00