Commit Graph
56 Commits
Author SHA1 Message Date
wmcoolmon e587c5c372 gr_curve 2005-01-14 05:28:58 +00:00
taylor 10e760b780 plug memory leaks 2004-07-29 03:41:46 +00:00
Kazan 864e1b5922 remove MCD complete 2004-07-26 20:47:56 +00:00
Kazan 428b3dcbc9 MCD - define _MCD_CHECK to use memory tracking 2004-07-12 16:33:09 +00:00
bobboau 97a5c86641 FVF code, only the data that is needed is sent off to the card,,
OGL can take advantage of this if they want but it won't break
anything if they don't. also state block code has been implemented,
that's totaly internal to D3D no high level code is involved.
2004-07-05 05:09:21 +00:00
wmcoolmon 024c0d3fb5 Updated function calls for VC7 use 2004-05-25 00:38:11 +00:00
randomtiger 07686ee5b2 Adding batching functions here and there and into gr_screen for use with OGL when its ready. 2004-04-11 13:56:33 +00:00
bobboau 766ad441d0 fixed -spec comand line option,
probly some other stuf
2004-03-20 21:17:13 +00:00
randomtiger f188726bb6 Added base for a general dynamic batching solution.
Fixed NO_DSHOW_CODE code path bug.
2004-03-20 14:47:14 +00:00
bobboau cc41a40735 new fighter beam code
fixed old after burner trails
had to bump a few limits, working on some dynamic solutions
a few fixed to background POF rendering
fixing asorted bugs
2004-03-17 04:07:32 +00:00
Goober5000 7ef2ab2e39 Uber pass at reducing #includes
--Goober5000
2004-03-05 09:02:13 +00:00
randomtiger 402bee3d1d Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func.
Changed -htl param to -nohtl. Fixed some badly named functions to match convention.
Fixed setup of center_alpha in OGL which was causing crash.
2004-02-20 21:45:41 +00:00
randomtiger d52d5cf78c Removed a lot of files that we dont need anymore.
Changed htl to be on by default, command now -nohtl
Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now.
2004-02-16 11:47:34 +00:00
randomtiger 19bef23d16 Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
OK, these changes effect a lot of file, I suggest everyone updates ASAP:
Removal of many files from project.
Removal of meanless Gr_bitmap_poly variable.
Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
Removal of redundant Fred paths that arent needed for Fred OGL.
Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
Fixed many D3D non standard mode bugs and brought OGL up to the same level.
Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
2004-02-14 00:18:37 +00:00
randomtiger 735f5e199b Put render state and other direct D3D calls repetition check back in, provides speed boost.
Fixed bug that caused fullscreen only crash with DXT textures
Put dithering back in for tgas and jpgs
2003-12-08 22:30:02 +00:00
randomtiger 74c183a2cc Undid my node fix, it introduced a lot of bugs, update again if you have that version. 2003-11-29 17:13:54 +00:00
randomtiger e63d3ed8b1 Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
Added stats command for ingame stats on memory usage.
Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
Added fix for fonts wrapping round in non standard hi res modes.
Changed D3D mipmapping to a good value to suit htl mode.
Added new fog colour method which makes use of the bitmap, making this htl feature backcompatible again.
2003-11-29 10:52:10 +00:00
randomtiger d18ad3ac24 Almost fully working 32 bit pcx, use -pcx32 flag to activate.
Made some commandline variables fit the naming standard.
Changed timerbar system not to run pushes and pops if its not in use.
Put in a note about not uncommenting asserts.
Fixed up a lot of missing POP's on early returns?
Perhaps the motivation for Assert functionality getting commented out?
Fixed up some bad asserts.
Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248)
Before the poofs were creating a nasty stripe effect where they intersected with ships hulls.
Put in a special check for the signs of that D3D init bug I need to lock down.
2003-11-19 20:37:25 +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 401967dd9d ubercommit - basically spelling and language fixes with some additional
warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
randomtiger ec26db6d70 Added my batching solution for more efficient d3d_string.
Its part of the new grd3dbatch module, most of this isnt in use but it might help out later so I've left it in.
2003-11-06 21:10:26 +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 3df8c973fd Updated timerbar code to work properly, also added support for it in OGL.
In D3D red is general processing (and generic graphics), green is 2D rendering, dark blue is 3D unlit, light blue is HT&L renders and yellow is the presentation of the frame to D3D. OGL is all red for now. Use compile flag TIMERBAR_ON with code lib to activate it.
Also updated some more D3D device stuff that might get a bit more speed out of some cards.
2003-10-29 02:09:18 +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
randomtiger 3d12981ddc Implemented support for 32bit TGA and JPG for D3D
Also 32 bit PCX, but it still has some bugs to be worked out
Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it.
2003-10-24 17:35:05 +00:00
randomtiger d86faac276 Bobs changes (take 2) 2003-10-23 18:03:25 +00:00
randomtiger caf2178399 Big restructure for D3D and new modules grd3dlight and grd3dsetup 2003-10-17 17:18:43 +00:00
randomtiger 4f39ed5890 D3D now has its own gamma system (stored in GammaD3D reg entry) that effects everything.
Put in Bobs specular fog fix.
2003-10-16 17:36:29 +00:00
randomtiger bbd0319330 Added incomplete code to allow selection of non-standard modes in D3D (requires new launcher).
As well as initialised in a different mode, bitmaps are stretched and for these modes
previously point filtered textures now use linear to keep them smooth.
I also had to shuffle some of the GR_1024 a bit.
Put my HT&L flags in ready for my work to sort out some of the render order issues.
Tided some other stuff up.
2003-10-16 00:17:18 +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
Kazan 9a0493a48d ##Kazan## FS2NetD Completed! Just needs some thorough bug checking (i don't think there are any serious bugs)
Also D3D8 Screenshots work now.
2003-09-25 21:12:24 +00:00
Kazan 25daac0184 ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] 2003-09-23 02:42:54 +00:00
wmcoolmon cb0002c4e2 Changed "cell" to "Cmdline_cell" -C 2003-09-14 19:02:06 +00:00
randomtiger b74c16d3c0 Checked in new speech code and calls from relevent modules to make it play.
Should all work now if setup properly with version 2.4 of the launcher.
FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed.
Otherwise the compile flag should not be set and it should all compile OK.

- RT
2003-09-07 18:14:54 +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
bobboau 137c211b64 glow maps, for some reason they wern't in here, they should be now,
also there is some debug code for changeing the FOV in game,
and I have some changes to the init code to try and get a 32 or 24 bit back buffer
if posable, this may cause problems for people
the changes were all marked and if needed can be undone
2003-08-05 23:45:18 +00:00
phreak ff63885bc2 added support for cloaking.
i will need to contact someone who knows d3d to get this to work
2003-07-04 02:27:48 +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
penguin 59a22006b9 ANSI C++ - fixed non-compliant casts to unsigned short and unsigned char
- penguin
2003-03-02 05:43:49 +00:00
bobboau 013930bc99 added glow map nebula bug fix for d3d, someone should add a fix for glide too
more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality
2003-02-16 05:14:29 +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
phreak 531c34e48c fixed a small error in bob's code 2003-01-09 21:20:21 +00:00
bobboau 12f8b745d2 disabled decals (for now), removed the warp ray thingys,
made some better error mesages while parseing weapons and ships tbls,
and... oh ya, added glow mapping
2003-01-05 23:41:51 +00:00