smallmodel
ecf70528a7
Move all C++ core classes to the corepp directory
2025-08-24 16:51:11 +02:00
smallmodel and Tim Angus
e556f58cc4
Reimplement CMake from upstream ioq3 ( #781 )
...
This reuse the CMake build system from ioq3, modified to make it work with the C++ code.
---------
Co-authored-by: Tim Angus <tim@ngus.net >
2025-08-08 01:03:07 +02:00
Tim Angus
b0ca50c4c5
Merge identical tr_subs.c into renderercommon
2025-08-02 22:58:22 +02:00
Pan7 and smallmodel
6d2d6e1429
Replace USE_LOCAL_HEADERS with USE_INTERNAL_*
...
Co-authored-by: smallmodel <15067410+smallmodel@users.noreply.github.com >
2025-08-01 23:02:06 +02:00
Tim Angus
175beea77e
Selectively disable -Warray-bounds
2025-07-14 21:17:24 +02:00
Tim Angus
7fc2e36bcb
Use correct abs function in FBO_FastBlit
2025-07-14 21:15:21 +02:00
James Darpinian
ed3af6dbf5
OpenGL2: Disable the VAO cache by default
...
The VAO surface cache uses glBufferSubData and triggers a very slow
path in some GLES implementations. Specifically I have observed 10x
frame times under Emscripten with ANGLE/Metal on macOS and with Mali
on Android.
Co-authored-by: Zack Middleton <zack@cloemail.com >
Co-authored-by: WofWca <wofwca@protonmail.com >
# Conflicts:
# code/renderergl2/tr_local.h
2025-07-14 21:11:34 +02:00
smallmodel
8b75c6639b
Support for clampmapx/clampmapy
2025-07-01 20:33:46 +02:00
smallmodel
a924fc252b
Use the hardware cursor in windowed mode ( #718 )
...
In windowed mode, the mouse is no longer grabbed when one of the UI/console catcher is active. When a UI menu is active, the system's hardware cursor is shown, using the game's custom cursor texture, instead of simulating and rendering the cursor in-game.
* Add exports to load a raw image from the renderer
* Set the hardware cursor to the game's custom mouse cursor texture
* When mouse is not grabbed, the mouse gets updated with absolute mouse position, relative to the window position
2025-05-02 16:52:39 +02:00
smallmodel
ff3c27ab20
Fix assertion when the height is identical between vert0 and vert1
2025-02-08 20:28:46 +01:00
smallmodel
b1a02389f6
Define REF_DLL
2025-01-31 20:22:03 +01:00
smallmodel
e66fd28831
Fix incompatible functions in renderergl2
2025-01-28 21:52:58 +01:00
smallmodel
83caae7586
Fix terrain tessellation when there is insufficient tris in renderergl2
2025-01-19 17:32:14 +01:00
smallmodel
1f599e62c6
Clear numLightmaps in renderergl2
2025-01-19 17:31:50 +01:00
smallmodel
716a574abe
Clean up terrain when shutting the Ref down
2024-12-30 18:51:10 +01:00
smallmodel
e0dee12578
Clamp LOD terrain values
2024-12-30 16:16:17 +01:00
smallmodel
04b1e88077
Clamp r_subdivisions value
2024-12-30 16:13:50 +01:00
smallmodel
31278fba92
Make sure to bind to the renderer FBO when drawing
2024-12-22 22:41:54 +01:00
smallmodel
a760cb75a3
Use RE_AddPolyToScene2 for poly like beams
2024-12-22 20:27:59 +01:00
smallmodel
1d0b912f75
Make sure to check if the sprite is valid
2024-12-22 19:57:14 +01:00
smallmodel
439e0718ce
Fix sprite rendering causing crashes
2024-12-22 19:16:27 +01:00
smallmodel
4c57ba6ef3
Fix currentStaticModel assignment
2024-12-22 19:03:11 +01:00
smallmodel
b4bae40da8
Fix BSP minimum and maximum version on GL2
2024-12-22 19:00:15 +01:00
smallmodel
e04cbd57ea
Fix most shader errors, light rendering
2024-12-21 22:49:38 +01:00
smallmodel
66664b7b46
Add tr_vis
2024-12-21 21:43:29 +01:00
smallmodel
546b90d75f
Add basic 3D GL2 rendering with static models and terrain
2024-12-21 17:04:31 +01:00
smallmodel
14e83a52a4
Add terrain rendering
2024-12-21 14:01:11 +01:00
smallmodel
dc9fec9d03
Load JPEG file first before TGA
2024-12-20 23:35:14 +01:00
smallmodel
3afb87486b
Add basic support for mohaa shaders for GL2
2024-12-20 23:21:28 +01:00
smallmodel
d0c0a55e6d
Fix drawing elements with color
2024-12-20 23:20:30 +01:00
smallmodel
954d096261
Fix font rendering
2024-12-20 21:53:33 +01:00
smallmodel
7e150c7a8a
Implement used draw functions
2024-12-20 21:27:10 +01:00
smallmodel
77646bda78
Implement RB_Stream draw surfaces
2024-12-20 21:21:10 +01:00
smallmodel
3d950764a2
Add minimal renderergl2 implementation
...
This implementation should just let the game run without crashing, the renderer doesn't show anything yet
2024-12-20 01:23:00 +01:00
smallmodel
38427fa3c5
Add support for compiling both opengl1 and opengl2 when they're built as shared libraries
...
renderercommon is now used, which will appropriately use opengl1 when building static libraries, or compile both opengl1/opengl2 modules when building shared libraries
2024-12-18 23:24:04 +01:00
smallmodel
c9373cbc97
Comment out ABI compatibility checks
2024-12-01 20:34:38 +01:00
smallmodel
4f699f3b58
Add support to compile renderergl2 (currently unimplemented)
2024-12-01 19:21:07 +01:00
smallmodel
d884512a76
Update renderergl2 from upstream ioq3
2024-12-01 15:41:48 +01:00
OM
7b79877516
made renderer (original quake III) work with SDL
2023-05-27 22:23:03 +02:00
OM
306d282639
Added new/tr_shade_calc.c
2023-05-27 22:22:49 +02:00
OM
4a582cfbb5
Updated
2023-05-27 21:39:56 +02:00
OM
9f669cff1c
Updates
2023-05-27 21:21:25 +02:00
OM
8e1b2ea296
Updates
2023-05-27 21:02:16 +02:00
OM
f1f9ed744d
Updates
2023-05-27 16:19:31 +02:00
OM
3d223f5a5d
Updates
2023-05-27 15:36:19 +02:00
OM
f3be59f64d
update
2023-05-26 23:32:27 +02:00
OM
ca3340b158
ioquake3 porting
2023-05-24 19:29:36 +02:00
L
0d7b822216
Implemented R_LoadFont
2023-05-09 19:13:37 +02:00
L
8451cff91e
Compilation fixes
2023-05-08 20:07:45 +02:00
L
e2910930da
Readded ioq3 renderer
2023-05-08 19:53:53 +02:00