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Rend2 Updates #30
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Rend2 Updates #30
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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 <[email protected]>
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 <[email protected]>
Adding mdr structs, one more texture compression algorithm, some zone tags, and SkipBracedSection function Co-Authored-By: AntiAnti <[email protected]>
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 <[email protected]>
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 <[email protected]>
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.
Need to implement gpu vertex animations, but use the cpu fallback solution for now.
Its drawing at least. Potentially missing extra SP features.
I have no idea what this does. Can't find a difference visually myself.
Changed the API a little to match better between SP and MP. See following commits SomaZ@6654638 SomaZ@e40982b SomaZ@3ac87fd
so we can use Free on the program without checking if everything has been allocated.
taspir2 and yavin_swamp now look correct too.
Dont do that. GLS_DSTBLEND_BITS & GLS_SRCBLEND_BITS should be 0 for opaque objects that can write depth.
Also fixes depth lookup for weather surfaces that have no downwards velocity because we wont divide by zero anymore.
# Conflicts: # CMakeLists.txt # code/CMakeLists.txt # code/client/cl_cgame.cpp # code/client/cl_cin.cpp # code/client/cl_main.cpp # code/client/cl_ui.cpp # code/ghoul2/G2.h # code/qcommon/q_shared.cpp # code/qcommon/q_shared.h # code/qcommon/qfiles.h # code/qcommon/tags.h # code/rd-common/tr_public.h # code/rd-common/tr_types.h # code/rd-vanilla/G2_API.cpp # code/rd-vanilla/tr_local.h # code/rd-vanilla/tr_model.cpp # code/rd-vanilla/tr_scene.cpp # code/rd-vanilla/tr_shader.cpp # code/ui/ui_public.h # codemp/rd-vulkan/tr_subs.cpp # shared/rd-rend2/tr_light.cpp # shared/rd-rend2/tr_shader.cpp
Will wait until this is merged into OJK or for feedback from SomaZ, seemed to have some issues in game |
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JACoders#1179