bobboau
40cb581405
made the new index buffers actualy work, now that I had something to test it with fixed a small problem that kept it from working
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3892 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:46 +10:00
bobboau
916a09975b
makeing D3D compatable with 32 bit index buffers, and fixing a minor directx technicality in the texture compression code.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3890 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:46 +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
4403762592
more cleanup of warp_global crap scale render/detail box limits with detail level setting make sure that we reset culling and zbuffer after each model buffer that gets rendered
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3712 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:40 +10:00
taylor
3665f9c80d
various bits of cleanup (slight reformatting to help readability, remove old/dead code bits, etc.) deal with a index_buffer memory leak that Valgrind has always complained about make HTL model buffers dynamic (get rid of MAX_BUFFERS_PER_SUBMODEL) get rid of MAX_BUFFERS make D3D vertex buffers dynamic, like OGL has already done
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3694 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:39 +10:00
taylor
dcf3ecd770
crap. ... again
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3541 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:33 +10:00
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
Goober5000
b52b6b1e00
spelling
2006-02-25 21:47:19 +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
fa811c3915
allow gr_render_buffer() to take TMAP flags
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let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side)
add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views
make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions
2006-01-18 16:14:04 +00:00
taylor
3d31ed046d
signed->unsigned compiler warning fix
2005-12-08 15:08:39 +00:00
taylor
253e2ac803
15 individual commits, ya had know I was going to miss something :)
2005-12-06 17:53:25 +00:00
taylor
7ea4a5de2e
clean up some D3D debug messages to better match new OGL messages (for easier debugging)
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remove D3D_32bit variable since it's basically useless and the same thing can be done another way
2005-12-06 02:53:02 +00:00
taylor
be5d54a1ac
use unsigned index buffers
2005-10-16 11:20:43 +00:00
matt
7aa6a39040
Changed rect_size_y - 1 to rect_size_y. Not really that important, but much more correct. I'll stop barraging cvs now :)
2005-08-23 17:06:28 +00:00
matt
b22d44e804
Fixed another screen save bug relating to having your window positioned offscreen. Still isn't great for when the window is offscreen top left
2005-08-23 16:57:28 +00:00
matt
2d93c49a5a
Fixed screen save crash when a popup is called
2005-08-23 15:59:51 +00:00
taylor
c9c52327e0
allow screenshots and backsaves in windowed mode
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account for D3D_textures_in size so that it doesn't hit negative values
2005-06-19 02:31:51 +00:00
matt
8fdeb16f8f
D3D gamma now no longer works backwards --Sticks
2005-06-03 16:42:30 +00:00
taylor
3f6e13d20b
use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
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fixes various problems and is past time to make the switch
2005-05-12 17:49:18 +00:00
taylor
7f786136a6
s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
2005-04-05 05:53:25 +00:00
bobboau
37bfe59c6e
commit of render target code, d3d should be totaly functional,
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OGL still needs implementation.
2005-03-07 13:10:22 +00:00
bobboau
9c9876909b
oh, hey look I've commited something :D
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animation system, weapon models detail box alt-tab bug, probly other stuff
2005-03-01 06:55:45 +00:00
wmcoolmon
c02651da4b
Updates for better nonstandard res support, as well as a fix to the Perseus crash bug I've been experiencing. Bobb, you might want to take a look at my change to grd3d.cpp
2005-02-18 09:51:07 +00:00
wmcoolmon
7655803770
If a vertex buffer fails to be made, don't crash.
2005-02-18 08:05:16 +00:00
taylor
2223aed74b
clean up some model related globals
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code to disable individual thruster glows
fix issue where 1 extra OGL light pass didn't render
2005-02-15 00:06:27 +00:00
wmcoolmon
175f3118a9
Low-level code for better hi-res support; better error reporting for vertex errors on model load.
2005-02-10 04:01:43 +00:00
wmcoolmon
21bf99b795
Don't try and create a vertex buffer with no vertices (Seems to cause CTD) and fix to brackets in nonstandard res
2005-01-30 03:24:39 +00:00
fryday
ce5277368e
Fixed a tiny error in bob's code in d3d_init_environment (which seems to be called even
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if there's no -env command-line) which created the cube-map and didn't check
if the creation of it failed. Added the same sanity check to d3d_render_to_env
2004-12-20 20:28:15 +00:00
taylor
e3c58482c7
reinit device if lost - one of the D3D people should make sure this isn't stupid
2004-10-31 21:38:25 +00:00
taylor
155a9e36c9
handle lost devices better, fix movie crash
2004-09-26 16:24:51 +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
a3422b4d01
added the working decal code
2004-07-11 03:22:54 +00:00
bobboau
97a5c86641
FVF code, only the data that is needed is sent off to the card,,
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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
bobboau
69aa1db7ab
high level index buffer suport and d3d implementation,
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OGL people need to get this working on your end as it's broke now
2004-06-28 02:13:08 +00:00
wmcoolmon
024c0d3fb5
Updated function calls for VC7 use
2004-05-25 00:38:11 +00:00
randomtiger
f396f88286
Fixed D3D fogging on R7000
2004-05-03 08:41:24 +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
Goober5000
3e3bb4a80d
fixed some stub functions and a bunch of compile warnings
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--Goober5000
2004-04-03 06:22:33 +00:00
randomtiger
f188726bb6
Added base for a general dynamic batching solution.
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Fixed NO_DSHOW_CODE code path bug.
2004-03-20 14:47:14 +00:00
bobboau
cc41a40735
new fighter beam code
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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
randomtiger
c64ccecfc8
Removed a few uneeded if DIRECT3D's.
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Set laser function to only render the effect one sided.
Added some stuff to the credits.
Set D3D fogging to fall back to vertex fog if table fog not supported.
2004-02-28 14:14:57 +00:00
bobboau
6bc70bcde1
fixed a Z buffer error in HTL submodel rendering,
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and glow points,
and other stuff
2004-02-27 04:09:56 +00:00
randomtiger
402bee3d1d
Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func.
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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
bobboau
e050aa42c3
pluged memory leaks,
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3D HTL lasers (they work perfictly)
and posably fixed Turnsky's shinemap bug
2004-02-20 04:29:57 +00:00
bobboau
0a25d70783
fixing lighting bug I accedently introduced
2004-02-16 21:53:40 +00:00
randomtiger
d52d5cf78c
Removed a lot of files that we dont need anymore.
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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
bobboau
315eded215
fixed sevral asorted matrix errors,
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OGL people make sure I didn't break anything,
most of what I did was replaceing falses with (if graphicts_mode == D3D)
2004-02-15 06:02:32 +00:00
bobboau
96a19631f1
fixed bug involving 3d shockwaves, note I wasn't able to compile the directshow file, so I ifdefed everything to an older version,
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you shouldn't see anything diferent, as the ifdef should be set to the way it should be, if it isn't you will get a warning mesage during compile telling you how to fix it
2004-02-15 03:04:25 +00:00