GenericHeroGuy
bcef031c85
WIP affine patch drawing
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will probably invert the matrix
2025-12-31 15:40:35 +01:00
Alug
6b81279e33
Revert "Merge pull request 'Revert Pal Render for fixing' ( #199 ) from revertpalfornow into next"
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This reverts commit 68dc60eea2 , reversing
changes made to e4ce835acb .
2025-12-15 22:25:50 +01:00
NepDisk
4201174519
Revert "Port palette rendering from SRB2"
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This reverts commit 5b7699b29a .
2025-12-14 23:38:50 -05:00
NepDisk
5b7699b29a
Port palette rendering from SRB2
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Thanks Alug for assistance porting this!
Does not currently support brightmaps
2025-12-05 19:00:23 -05:00
chromaticpipe
fdf2464ccf
Configurable sector brightness in software
2025-11-16 13:54:10 -05:00
NepDisk
df581ae69f
Remove dead renderer code
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based on 0eeacaf51e
remove
- broken viewborder code (if we really want it back for some reason, we should rather port RR´s fixed version of it)
- remove console clipping code for software (this was broken eiherway)
- remove hud message clearing stuff
- remove renderscreen and linesize variables (they just pointed to vid.screen and vid.widht)
2025-10-19 16:34:38 -04:00
GenericHeroGuy
e92362f36c
(WIP) Rewrite screen capture code for GIFs
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Downscaling is now performed during screen capture instead of GIF writing
This may or may not make GIF recording faster?
Maybe it would be faster if I knew how OpenGL worked...
Regardless, the m*th in the GIF code is gone, fixing the high/odd res issues
Also includes a little deduped hardware code, and GL 4.3 debugging code
2025-09-09 23:09:51 +02:00
GenericHeroGuy
423a9ee8a6
Lots of fixes for the intermission background
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* On GL, the background no longer disappears if the game is paused
* On GL, changing resolutions now draws SRB2BACK instead of a white void
* On software, changing resolutions redraws the level instead of awkwardly
stretching the background to fill the screen
2025-08-27 21:32:47 +02:00
NepDisk
894b1f05c9
Add configurable minimum shader brightness
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https://git.do.srb2.org/Hanicef/SRB2Classic/-/merge_requests/3
2025-07-02 22:15:52 -04:00
NepDisk
2f84779d41
Update rest of the existing files to use blankart branding
2025-07-01 00:23:30 -04:00
NepDisk
bb566685e4
Port opengl VHS effect from SRB2Kart-Saturn
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Does not include uncap stuff currently
2025-02-09 11:31:45 -05:00
Eidolon
d08b923f06
Merge branch 'extern-c-everything' into 'master'
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Add extern "C" in C++ to all headers
See merge request KartKrew/Kart!842
2024-10-15 14:14:43 -04:00
Alug
71772fcef1
smal cleanup + refactor HWR_RenderBSPNode
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og code was pain
2024-09-12 21:41:41 +02:00
NepDisk
973760e60d
opengl directional lighting and gl brightmaps
2024-09-05 22:17:22 -04:00
NepDisk
f42e9752d1
reenable model interp and lighting, fix fov not saving
2024-07-31 23:14:20 -04:00
Sal
d85193805f
Merge branch 'md2-spritexyoffset' into 'master'
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Support spritexoffset/spriteyoffset for 3D models
See merge request KartKrew/Kart!738
2024-07-29 16:28:22 -04:00
Sally Coolatta
dc890caef3
Add slope lighting
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Makes slopes at a great enough steepness able to match the contrast of walls.
COMING SOON: Directional lighting & contrast modifier, as options for map header.
2022-05-24 22:23:04 -04:00
Sally Coolatta
ea477cb69a
Make OpenGL use hwLightOffset instead of calculating every time
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Fake contrast setting is no more
2022-05-24 20:09:32 -04:00
James R
ff70bd0d83
Fix opengl semibright
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Adds back 3d models semibright.
2022-01-20 03:52:32 -08:00
Sally Coolatta
9d7ec0ab8f
Merge SRB2 next
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Probably doesn't compile yet, but I got rid of all of the conflicts for anyone who wants to take a stab at it.
2021-02-27 05:18:36 -05:00
Sryder
0d43c3e3ad
Invert the screen for encore circle transition in OpenGL
2021-02-16 18:26:45 +00:00
James R
2e649de64f
Merge branch 'high-resolution-timer-2' into next
2020-12-10 02:55:02 -08:00
Jaime Ita Passos
be274a4fa9
Merge branch 'next' into spritestuff2
2020-11-19 00:52:43 -03:00
James R
e0a799c1ed
Merge branch 'allowshaders' into 'next'
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Let the server or an admin toggle clients' custom shaders
See merge request STJr/SRB2!1181
2020-11-08 21:09:56 -05:00
James R
27fbf77922
Huge perfstats refactor
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I needed to update it to make it functional with the precise timer. But I also
got sick of looking at the mess of sprintf followed by draw call.
2020-11-07 01:32:59 -08:00
Jaime Passos
cdc4a6d86e
Implement blend modes
2020-10-27 00:03:41 -03:00
Sally Coolatta
7c2bd0d1c2
Merge remote-tracking branch 'srb2/next' into the-scary-22-merge
2020-10-24 20:50:58 -04:00
James R
f34a761d48
Merge branch 'perfstats' into 'next'
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Performance stats
See merge request STJr/SRB2!1186
2020-10-18 15:33:20 -04:00
Jaime Passos
b9c9660629
Don't free PU_HWRCACHE and PU_HWRCACHE_UNLOCKED memory tags in HWR_ClearAllTextures.
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Probably fixes a random annoying crash around that function.
(I was also suspecting renderer switching was doing other slightly weird stuff.)
2020-10-15 14:31:16 -03:00
Jaime Passos
b44837324f
Merge branch 'next' into patch-stuff-again-2
2020-10-10 17:01:10 -03:00
Hannu Hanhi
24ff748c58
Performance stats
2020-10-10 22:12:34 +03:00
Jaime Passos
f133726df0
Let the server or an admin toggle clients' custom shaders
2020-10-09 02:06:13 -03:00
Jaime Passos
70cd48c9a2
Merge remote-tracking branch 'origin' into slight-shader-cleanup
2020-10-08 22:45:39 -03:00
James R
997d142cb5
SPLITSCREEN FOV
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Object tracking is off, but it was off before so I don't know if I actually
broke it. Minor refactoring in HWR_RenderPlayerView and HWR_RenderSkyboxView.
2020-09-23 17:50:47 -07:00
Sally Coolatta
873474ac87
Make it to s_sound
2020-08-15 01:54:45 -04:00
Jaime Passos
cb3660331a
Refactor renderer switching
2020-08-14 22:27:16 -03:00
Sally Coolatta
5a6263c36b
Make it past p_mobj
2020-08-14 20:48:06 -04:00
Sryder
7f9850644b
A few opengl file build fixes
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Also ogl_win.c had a merge conflict remaining apparently.
2020-08-12 00:12:42 +01:00
Sally Coolatta
fef19410fd
Merge hw_main.h
2020-08-10 17:25:44 -04:00
Sally Coolatta
e296e1309a
YAY, round 2
2020-08-09 21:02:56 -04:00
Jaime Passos
a7f3dd7eff
Refactor patch loading
2020-08-08 05:16:47 -03:00
Jaime Passos
368e550ab1
Shader code cleanup
2020-08-07 18:17:05 -03:00
Jaime Passos
16c4ba672a
Move the sky dome code out of r_opengl.c, fix issues with shaders
2020-07-17 02:48:05 -03:00
James R
e09a430804
Merge remote-tracking branch 'origin/next' into remove-glide-2
2020-07-12 16:05:15 -07:00
Jaime Passos
9788afa820
Remove Software tricks
2020-07-06 01:26:56 -03:00
Jaime Passos
615c7121ed
gr_ -> gl_
2020-07-06 01:15:08 -03:00
Hannu Hanhi
a5f4c3eeb0
Backwards compatibility for shaderless hardware
2020-06-18 17:39:34 +03:00
Hannu Hanhi
8ea66e3813
OpenGL draw call batching system
2020-06-07 21:20:52 +03:00
Sryder
5b6ed47113
hw_main
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I wouldn't be surprised if some vanilla changes haven't made it in here
I also wouldn't be too surprised if this broke a lot.
My recommendation for when Hannu finishes implementing his changes for vanilla is to take the files as-is from there and re-implement our changes.
2020-06-01 23:28:15 +01:00
Sally Coolatta
63917ffccc
The start of the scary 2.2 merge
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All conflicts are left in-tact. We should be collaborating on solving these files one at a time.
2020-05-29 13:43:38 -04:00