Commit Graph
176 Commits
Author SHA1 Message Date
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. :)
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
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
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
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
- 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
- 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
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)
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
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
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
phreak 78e2ce963c changed around aabitmap calls to accept a "mirror" parameter. defaults to false, and is only true for mirrored briefing icons.
If the mirror param is true, then the picture is mirrored about the y-axis so left becomes right and vice versa.
2005-12-29 00:52:57 +00:00
taylor 0762e9f864 save screenshots into <gamedir>/screenshots/
another attempt at fixing popups with single colors (saves memory too, hope it doesn't blow up)
add a debug msg about mipmap filter in use
2005-12-28 22:24:48 +00:00
taylor 90d6bce698 one more attempt to fix screenshots on Radeons. 2005-12-22 19:15:20 +00:00
taylor 83eeeb3a35 ehh, didn't ever fix that to my satisfaction, bastardize it until more work can be done (so people don't start filing bug reports) 2005-12-16 16:34:35 +00:00
taylor 9ac1accce9 "House Keeping!!"
- minor cleanup of things that have bothered me at one time or another
  - slight speedup from state switching
  - slightly better specmap handling, fixes a couple of (not frequent) strange and sorta random issues
  - make sure to only disable HTL arb stuff when in HTL mode
  - handle any extra lighting pass before spec pass so the light can be applied properly
2005-12-16 06:48:28 +00:00
taylor 4c42eb6fcc didn't mean for that to hit CVS, it makes neb missions work a little strange 2005-12-15 16:26:35 +00:00
taylor 30bd180186 remove GL_NO_HTL define since it's basically useless at this point and can produced non-functioning builds
minor cleanup and readability changes
get Apple GL version change in CVS finally, the capabilities of an Apple GL version don't neccessarily correspond to it's features
2005-12-08 15:07:57 +00:00
taylor 4501a1fc95 bah, X sucks. I need to beef up error handling there in order to make all of the platforms happy. 2005-12-07 05:39:50 +00:00
taylor 985e6522fa clean up some init stuff and fix a minor SDL annoyance
make debug messages a bit more readable
clean up the debug console commands for minimize and anisotropic filter setting
make anisotropic filter actually work correctly and have it settable with a reg option
give opengl_set_arb() the ability to disable all features on all arbs at once so I don't have to everywhere
2005-12-06 02:50:41 +00:00
taylor 9a9a30324e get rid of the while() loop, OGL doesn't stack errors (this killed FRED2 for some reason even though no error was present) 2005-11-18 13:13:47 +00:00
taylor 1cb151485e didn't mean for that to hit CVS, stops FRED2 from crashing on exit 2005-11-14 08:39:00 +00:00
taylor 0fe5be4fe9 small bit of EFF cleanup
add -img2dds support
cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted)
some minor OGL cleanup and small performance changes
converge the various pcx_read_bitmap* functions into one
cleanup/rename/remove some cmdline options
2005-11-13 06:44:18 +00:00
taylor 5880db458e D3D missed the non-standard resolution updates for aabitmaps, should fix briefing icon positioning 2005-10-26 20:54:18 +00:00
taylor dd21fa57f2 some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about 2005-10-23 20:34:30 +00:00
taylor f47f4034dd make AABITMAP use GL_ALPHA rather than GL_LUMINANCE_ALPHA (now 8-bit instead of 16-bit, fixes several minor rendering issues) 2005-10-23 19:07:18 +00:00
taylor b8aa6b368d minor cleanup to screenshot code
force front buffer reads for relevant glReadPixels() calls
2005-10-23 14:12:35 +00:00
taylor de8bbd5254 slight speedup for font rendering
fix a couple of things that Valgrind complained about
2005-09-20 02:46:53 +00:00
taylor d06f863d48 merge of OSX tree
fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows
fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current
2005-09-05 09:36:41 +00:00
phreak 65a76cd8d6 Record state changes in gr_opengl_set_state() 2005-08-29 02:20:56 +00:00
taylor 2a97e46c9b basic cleaning, removing old/useless code, sanity stuff, etc:
- very minor performance boost from not doing stupid things :)
 - minor change to 3d shockwave sizing to better approximate 2d effect movements
 - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues
 - removed extra tcache_set on OGL spec map code, not sure how that slipped in
2005-08-25 22:40:04 +00:00
taylor 99dab0fc7d some bmpman and render_target function name changes so that they make sense
always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly
save the original gamma ramp on OGL init so that it can be restored on exit
2005-08-20 20:34:51 +00:00
taylor 961695ee7e Add ability to use specific refresh rate, needs a soon to be updated Launcher to have set via GUI
but this can go in already.  Defaults to, and falls back on, previous behavior and adds some
  error checking that wasn't there previously.
2005-07-26 08:46:48 +00:00
taylor 883e973ac2 better UV offsets when using non-standard resolutions (for text mostly), copied from D3D code 2005-07-20 02:35:51 +00:00
taylor 34ca40fc63 cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well)
more non-standard res fixing
 - I think everything should default to resize now (much easier than having to figure that crap out)
 - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later
 - lots of little cleanups which fix several strange offset/size problems
 - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down)
2005-07-18 03:44:01 +00:00
Goober5000 52f136f9ad remove PreProcDefine #includes in FS2
--Goober5000
2005-07-13 03:15:53 +00:00
taylor 92b8c2d6ed various compiler warning fixes (some of these from dizzy) 2005-07-07 16:36:58 +00:00
taylor e86d4a7c41 ton of non-standard resolution fixes
make gr_cross_fade() work properly in OGL
2005-07-02 19:40:48 +00:00