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Rend2 SP #1179
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Rend2 SP #1179
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Theres a define in MP that clashes, so it was renamed in MP. Apply this to vanilla too. Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
q_shared.h defines "int COM_GetCurrentParseLine( void )" q_shared.cpp implemented "int COM_GetCurrentParseLine( int index )" Fixed now, so function can actually be used. Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
Adding mdr structs, one more texture compression algorithm, some zone tags, and SkipBracedSection function Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
Cleaned up alot of noise. Code formating will happen in another commit. All work based on: https://github.com/AntiAnti/OpenJK Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
To match MP
Chose the SP variant of this to get rid of the void pointer in the struct, so potentially less casting.
cg_showtris 1 shouldnt use depth culling. Had overseen this before.
ifdefed sp / mp differences
The saber marks in SP use some additional scaling and there's some missing parts still. Also fixed incorrect ifdeffed if else constructs.
Added working IsShaking Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
Because there's a skyportal in this map, it always culled all the ui elements because they aren't sky surfaces.
when G2_PERFORMANCE_ANALYSIS
Compiles, haven't tested it though
You can now load yavin_swamp again.
Gpu buffers, fbos, the gpu shaders and the image pool were allocated twice and leaking the second time... Looks like there's still something that leaks though.
// tr_shade.cpp @ 1549 // hModel is an enum so this is not a valid check null arithmetic if (backEnd.currentEntity->e.hModel != NULL) Thanks to @ensiform for finding it
From the Khronos description about the "new" platform header The OpenGL headers all depend on the shared <KHR/khrplatform.h> header from the EGL Registry . This is a new dependency, introduced in OpenGL-Registry pull request 183 for increased compatibility between OpenGL and OpenGL ES headers.
Now there shouldn't be any attempts at updating UBOs while being used anymore.
Those are handled via uniforms now. Less shaders to compile speeds up load times, having to switch less between glsl shaders speeds up ingame performance. Alphatest cases only commented out for now, will put these behind a cvar later, as some gpus might require to know if a discard can happen or not. [rend2] Fix sky glowing when last rendered surface had a glow stage
it's an UNsigned integer, make sure to use unsigned integers... related bad fix: 9a61f07
Stages that are used to get some more detail shouldnt be collapsed with lighting because it will multiply lighting again and again which leads to incorrect darkening
Vanilla doesn't use rgbGens for surface sprites, only the approximated lighting from the emitting surfaces vertex colors.
Fixes #54 Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
Dynamic lights should also work on transparent surfaces that aren't sorted in the opaque sort bucket.
Disabling autoexposure should give you a comparable image to the vanilla renderer. Now it does. Before it was way to dark in comparison.
In vanilla this leads to glow being drawn but not the actual stage. So we mask the first render target in this case to achieve the same look. Currently having flickering issues with surfaces nearly perpendicular to the viewer and enabled msaa. This sometimes leads to fireflys and I have no idea why. Is this a driver issue or is this intended behaviour? Need to look into that.
I decided against overbrightening the screen like it did with the last edit.
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So, this is basically a SP port of rend2. This also puts most of the rend2 code to the shared folder. I also started reducing the differences between SP and MP renderer APIs but I think I can do some more, so just a draft for now. This also needs testing.
Many thanks to @AntiAnti for doing the initial SP port and for the additions to the weather code.