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  1. Mar 30, 2018
  2. Mar 29, 2018
    • Sryder's avatar
      static tempsec for R_FakeFlat · 65c893da
      Sryder authored
      I don't fully understand this, but it's what software does and it fixes the issue of the lighting in DSZ3. Also don't need the extra call to R_Prep3DFloors.
      65c893da
  3. Mar 23, 2018
  4. Mar 22, 2018
  5. Mar 21, 2018
    • Sryder's avatar
      Transform sprites in world space rather than screen space · 0885d271
      Sryder authored
      Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.
      This should allow sprite splitting and sorting of sprites with level geometry easier.
      stransform is no longer needed.
      0885d271
  6. Mar 20, 2018
    • Sryder's avatar
      Some fixes and updates for HWR_SplitWall · 4e95066f
      Sryder authored
      Solid walls *can* be cut
      Fix issues with water and fog FOFs not cutting each other out correctly
      Fix Fog colourmap and lighting setting that is done here.
      Remove HWR_SplitFog
      
      There is currently a bug with FF_DOUBLESHADOW (that also exists in software) but has a larger impact here. When 2 FF_DOUBLESHADOW lights are directly stacked on each other the bottom one has its height set incorrectly. This causes all the Fog in the timed gravity flipping section of ERZ2 to be drawn and it looks really bad.
      4e95066f
  7. Mar 18, 2018
  8. Mar 17, 2018
  9. Mar 16, 2018
  10. Mar 15, 2018
    • Sryder's avatar
      1b3e1f78
    • Sryder's avatar
      Better fog block colouring · 5a4ea9fa
      Sryder authored
      They still aren't perfect, but now they are at least not quite so obviously just translucent polygons over the level. A mixture between partially modulating the background colours and adding the fog colour. Notably white fog blocks look like they're brightening what's behind them.
      Additive was also setting noalphatest before, can probably decide that depending on what it needs anyway. I don't think it's currently used anyway.
      5a4ea9fa
  11. Mar 14, 2018
  12. Mar 09, 2018
  13. Mar 08, 2018
  14. Mar 07, 2018
    • Sryder's avatar
      Optimise the screen texture setup for SDL2, Post-processor, and wipes. · 77af3a8f
      Sryder authored
      Only use glCopyTexImage2D when first creating the screen texture, use glCopyTexSubImage2D anytime after that as it does not define a new texture each time.
      Flushing of the screen textures has been implemented for when the screen size changes (so that the screen textures don't stay at a wrong size) and the game is closed, I believe they would leave a memory leak before.
      77af3a8f
    • Sryder's avatar
      Decrease far clipping plane · 67ee1637
      Sryder authored
      The Far clipping plane did not need to be nearly as high as it was, the new value is 32768, which I suspect is about how far software can render before it completely falls apart.
      It is desirable to increase the near clipping plane to between 6-10, but it can introduce more issues with close geometry not being drawn when the player or camera is scaled or viewheight is set to MIN in first person view. It would also stop sprites from being drawn ever so slightly too early, but this isn't too much of an issue and isn't too noticeable with those values. Might look into scaling near clipping plane in accordance to camera scale in the future.
      The reason for wanting to increase the near clipping plane is because the small value can cause very noticeable Z-fighting where there shouldn't be on older GPU's, usually Intel ones, that don't support 24-bits for the depth buffer.
      67ee1637
  15. Mar 06, 2018
  16. Mar 05, 2018
    • Monster Iestyn's avatar
      rewrite download file screen code: · e3151f26
      Monster Iestyn authored
      * fix screen to properly truncate the filename to just the real name only
      * if the real name itself is too long, use ellipsis and paste in parts of the start and end of the actual name
      
      note: I haven't actually tested if this works or compiles yet, I haven't the time right now
      e3151f26
  17. Mar 04, 2018
  18. Feb 23, 2018
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