Magnus Norddahl
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8d10617762
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Disable skyhack for level mesh and fix frustum test against skies
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2025-05-31 23:57:38 +02:00 |
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Magnus Norddahl
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1d635d9a39
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Add missing lower and upper
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2025-05-31 20:00:29 +02:00 |
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Magnus Norddahl
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bda01dec98
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Hook up sector portals
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2025-05-31 17:45:42 +02:00 |
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dpjudas
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6da5f8e83f
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Add the missing draw list types to LevelMeshDrawType
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2025-05-31 04:09:48 +02:00 |
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Magnus Norddahl
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4de06b3175
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Turn off the light tiles
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2025-05-30 20:43:30 +02:00 |
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Magnus Norddahl
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1791167fe5
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Draw sorted by pipeline
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2025-05-30 18:52:44 +02:00 |
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Magnus Norddahl
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83441734da
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Improve side and sector draw performance a bit
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2025-05-30 02:19:24 +02:00 |
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Magnus Norddahl
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00e200559a
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Fix crash for uneven core count and clock the draw times
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2025-05-29 04:22:14 +02:00 |
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Magnus Norddahl
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c7a5914609
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More reduce on the worker threads
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2025-05-29 04:07:23 +02:00 |
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Magnus Norddahl
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b5f309ade9
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Fix sprites
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2025-05-29 03:08:09 +02:00 |
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Magnus Norddahl
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858013e607
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Slice the BSP and process it on worker threads
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2025-05-29 02:09:29 +02:00 |
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Magnus Norddahl
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3e1f22e4c0
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Move CheckUpdate to main thread and use the portal clip
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2025-05-29 01:21:20 +02:00 |
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Magnus Norddahl
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ead947b8b0
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Add BSP walker class that can be run on multiple threads
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2025-05-29 01:02:21 +02:00 |
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dpjudas
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9916b96e23
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DispatchLightTiles seems to be crashing in some configurations
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2025-05-28 03:21:43 +02:00 |
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dpjudas
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cc92dda41a
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Avoid applying state on every draw
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2025-05-26 04:26:36 +02:00 |
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Magnus Norddahl
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addddcd8ed
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Use clipper to find visible walls for hw_levelmesh
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2025-05-26 02:03:47 +02:00 |
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Magnus Norddahl
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f302f03287
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Change level mesh draw code to draw ranges in the mesh rather than the entire mesh
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2025-05-25 18:18:29 +02:00 |
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Magnus Norddahl
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3a9373da6c
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Don't draw translucent stuff with indexed textures
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2025-05-20 03:41:20 +02:00 |
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Magnus Norddahl
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990ce7c6c9
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Render scene with indexed textures for vid_rendermode 2
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2025-05-19 05:55:03 +02:00 |
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Magnus Norddahl
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76fb5901d7
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Only force baking of tiles where the geometry changed
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2025-05-13 01:52:02 +02:00 |
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Magnus Norddahl
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398c9304b6
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Enable background tile updates again
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2025-05-13 00:27:42 +02:00 |
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Magnus Norddahl
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2c069349a3
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Portal and high update count fixes
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2025-05-12 00:39:41 +02:00 |
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Magnus Norddahl
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6cf3cdb871
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Make LevelMeshUpdater responsible for updating the tiles (playsim tells the mesh updater, the level mesh tells the tiles)
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2025-05-11 20:11:18 +02:00 |
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Ricardo Luís Vaz Silva
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0efa138cca
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fix up merge issues
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2025-05-02 17:19:07 -03:00 |
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Ricardo Luís Vaz Silva
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9aa44fa13b
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Merge branch '4.14.2' into gz_merge
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2025-05-02 17:15:41 -03:00 |
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dileepvr
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a2236c144e
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Ensure boolean to suppress compiler warning
Finally used `!!(...)` somewhere.
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2025-04-29 07:56:19 -03:00 |
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dileepvr
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451b5cb5d9
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Boolean op instead of mod with 2
`( ... & 1)` is simpler than `(... % 2 != 0)`.
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2025-04-29 07:56:19 -03:00 |
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dileepvr
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4162c4b19e
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Fixed pitch culling in reflective flats for OoB Viewpoints
The vertical clipper needed viewpoint pitch sign to be flipped to work correctly. Only relevant for OoB viewpoints.
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2025-04-29 07:56:19 -03:00 |
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Dileep V. Reddy
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c7d25f1452
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Addressing some small regression by conditioning a few calculations on OoB viewpoints. Branching Frustum calculation to old method.
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2025-04-09 14:19:56 -03:00 |
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Dileep V. Reddy
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a0f3ed11cd
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Reflective flats now work with OoB viewpoints, including ortho. Had to create a new type of portal stencil for the HWPlaneMirrorPortal. Stacked sector portals could be made to work the same way, but there are clipper issues, revealing out-of-view sections of the map on the other side. Hence sector portal rendering is still disabled in OoB viewpoints.
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2025-04-09 14:19:55 -03:00 |
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Dileep V. Reddy
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e73c283a97
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Making 3D-floors respond to r_dithertransparency properly.
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2025-04-09 14:19:55 -03:00 |
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Dileep V. Reddy
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8a66eff437
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Added visual rendering for LinePortals and SkyPortals for OoB viewpoints. SkyPortals will be stenciled, and will always use perspective projection. Disabled interpolation when portalgroup changes (portal transition occurs) if viewpoint is OoB (was necessary for fog of war when r_radarclipper is set to true). Tightened up radar clipper by making it more aggressive. Voided walls wont' get filled in by a floor or ceiling sky (because of the stencil). Ceiling sky will be half-infinitely tall upwards, and floor sky will be half-infinitely tall downwards. Use only floor skies and a good GLSKYBOX for top-down/isometric cameras. Level.ReplaceTextures("F_SKY1", "SKY1", TexMan.NOT_FLOOR); (zscript) is a nice trick for WorldLoaded().
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2025-04-09 14:19:55 -03:00 |
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Dileep V. Reddy
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527a09c66b
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3D floor flats now respect r_dithertransparency flag (how did this make it into vkdoom but not gzdoom?)
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2025-04-09 14:19:55 -03:00 |
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dpjudas
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00a9c964b8
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Render the world surfaces always in DF_LEqual mode instead of sometimes using DF_Less.
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2025-04-07 01:08:49 +02:00 |
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Dileep V. Reddy
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6c93c3d564
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Allow portal rendering and sky rendering (with stencils) and reflective flats with OoB and Ortho viewpoints. Works with r_radarclipper too.
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2025-03-13 03:07:46 +08:00 |
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Ricardo Luís Vaz Silva
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7c2b228c46
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add uCameraNormal
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2025-02-17 02:34:45 +01:00 |
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Ricardo Luís Vaz Silva
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8d0ab22e05
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wireframe improvements
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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c72bad053f
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add gl_wireframe and gl_wireframecolor
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2025-01-09 21:53:28 +01:00 |
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Ricardo Luís Vaz Silva
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e75d8d35eb
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move gl_light_shadow_filter from HWViewpointUniforms to VkShaderKey
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2025-01-03 07:30:54 +01:00 |
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Boondorl
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3a179ec1c6
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Make coronas array global
Correctly collect all coronas to be drawn across all view points
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2025-01-01 23:12:48 +01:00 |
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Boondorl
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d3fe5a1946
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Fixed corona appearing in wrong world position
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2025-01-01 13:27:51 +08:00 |
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Boondorl
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4c5375c553
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Fixed coronas not respecting static portals
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2025-01-01 13:27:51 +08:00 |
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Ricardo Luís Vaz Silva
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aa51ac7b6d
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only lightmap updated tiles once they're visible
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2024-12-22 00:28:03 +01:00 |
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Ricardo Luís Vaz Silva
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c2901404d5
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ensure non-dynamic tiles are baked first
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2024-12-14 05:40:32 +08:00 |
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dpjudas
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dfbef085e6
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Group lightmap variables and put polyobj walls in a dynamic lightmap atlas
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2024-10-22 02:29:12 +02:00 |
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Ricardo Luís Vaz Silva
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04ee3c335e
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switch from uniform to shader keys
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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37a7907221
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Allow setting light attenuation mode from mapinfo
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2024-10-09 04:44:51 +02:00 |
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nashmuhandes
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58ddcd4806
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Merge commit '6b5be653dc'
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2024-10-06 21:29:38 +08:00 |
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Dileep V. Reddy
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568a39d203
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Removing pre-clipping of Frustum if pitch > 46 degrees and viewpoint is not allowed out of bounds. This is like old behavior.
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2024-09-30 10:16:50 -04:00 |
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Magnus Norddahl
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1e23dcee7c
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Some initial decal rendering
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2024-09-28 22:17:17 +02:00 |
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