Skip to content
Snippets Groups Projects
  1. Mar 16, 2018
  2. 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
  3. Mar 09, 2018
  4. Mar 08, 2018
  5. 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
  6. Mar 06, 2018
  7. Mar 04, 2018
  8. Feb 23, 2018
  9. Feb 20, 2018
  10. Feb 14, 2018
  11. Feb 08, 2018
  12. Jan 30, 2018
  13. Jan 04, 2018
  14. Dec 28, 2017
  15. Dec 27, 2017
  16. Dec 25, 2017
  17. Dec 24, 2017
  18. Dec 20, 2017
Loading