Opengl Quick Fixes
- Mar 30, 2018
- Mar 29, 2018
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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.
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- Mar 23, 2018
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Sryder authored
I don't think it does anything for us anymore, and might even break things with slopes. Someone let me know if I'm wrong and am breaking things horribly here.
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- Mar 22, 2018
- Mar 21, 2018
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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.
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- Mar 20, 2018
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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.
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- Mar 18, 2018
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Sryder authored
This reverts commit 121fcd83. The reason I am reverting this is because the last commit actually fixes the *old* screenshot functionality, as the screen is being drawn back onto the buffer after they're swapped in the "real" size. Meaning the old function actually works perfectly fine now.
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Sryder authored
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- Mar 17, 2018
- Mar 16, 2018
- Mar 15, 2018
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Sryder authored
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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.
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- Mar 09, 2018
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Sryder authored
Sorts all translucent sprites and MD2s so they're drawn after all the opaque ones. Fixes most of the observable issues between translucent MD2s and opaque sprites/MD2s.
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- Mar 08, 2018
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Sryder authored
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- Mar 07, 2018
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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.
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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.
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- Mar 06, 2018
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Sryder authored
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- Sep 15, 2017
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Sryder authored
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- Sep 08, 2017
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Sryder authored
Draw Textures and Flats that have holes in them like a solid polygon so they use the depth buffer and don't need to be sorted Disable all linear filtering on textures and flats that have holes in them, the linear filtering introduces translucency into the textures where the edges are. Leaving them with either a black border, or causing pixels behind the slightly translucent areas to not be drawn. Doesn't apply to sprites and the HUD as they are always already sorted properly. Make the Alpha Testing more strict on non-translucent blend modes. This makes it so any transparency below 0.5 is discarded instead. Would make anything that is blended and has holes in it look slightly better, only the HUD and MD2s where the texture has holes are effected currently. Set TF_TRANSPARENT on flat texture flags when there are holes in the texture. Minor fix to make sure MD2s always set the right blend mode
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- Sep 07, 2017
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Sryder authored
Go through and draw MD2s and sprites at the same time so they are sorted from each other (mostly) correctly
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