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Rend2 #12
Commits on May 25, 2018
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Commits on May 27, 2018
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Merge pull request #59 from SomaZ/rend2-update
lots of fixes and additions
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Merge pull request #60 from Monsterovich/rend2
Make rend2 build and work on linux
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Render top-down depth view of map for weather
Also took the chance to refactor some orthographic rendering code
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Merge pull request #31 from xycaleth/rend2
Begin/end scene when rendering weather depth map
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Remove unnecessary field assignments
Since we're building up viewParms ourselves, there's no need to set up anything in the refdef
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Commits on Jun 6, 2018
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Commits on Jun 7, 2018
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Commits on Jun 9, 2018
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Commits on Dec 3, 2018
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Commits on Dec 21, 2018
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Commits on Apr 6, 2019
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- added r_deluxeSpecular like SmileTheroy did in ioq3 - fixed the ambient term in lightall for lightmaps
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Commits on Apr 7, 2019
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Fix #40: z-fighting on decal brushes
Credit to @SomaZ for creating this fix!
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Commits on Apr 8, 2019
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Uniforms where never initialized for the dglowDownsample shader, thous it never got the size of the image that should be processed. The result was that the shader read the same pixel over and over again instead of gathering multiple ones for smoothing out the output image.
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Commits on Sep 4, 2019
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Commits on Nov 6, 2019
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Commits on Nov 8, 2019
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Commits on Nov 10, 2019
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Based on ioq3s implementation with some additions and fixes
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Commits on Nov 12, 2019
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This basically broke all animations that have a negative animation speed. numFramesInAnim is computed by endFrame - startFrame so it's negative in this case. Thanks to @Bucky21659 for creating this fix
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Commits on Nov 16, 2019
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Commits on Dec 1, 2019
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fix fileSize of .glsl shader files
See https://stackoverflow.com/questions/22984956/tellg-function-give-wrong-size-of-file/22986486 for more information.
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Commits on Apr 5, 2020
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The vanilla renderer forces the alpha value for entities with RF_FORCE_ENT_ALPHA. Since the evaulation is vertColor * attr_Color + baseColor we can force the alpha with setting vertColor 0.0 and the baseColor to the value we want to force for the whole model.
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Commits on Apr 6, 2020
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Commits on Apr 11, 2020
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Commits on Apr 14, 2020
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Commits on Apr 19, 2020
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Commits on Apr 20, 2020
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Commits on Apr 23, 2020
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Bring back the old performance
Just batched entity ubos and just commit complete skeletons, not just parts.
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Commits on Apr 24, 2020
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Also fixing shell effects and disintegration.
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Fixing some bad volumetrics rendering
The world entity is not present in backend.refdef.entities, so you have to point the refEntity directly to tr.worldEntity.
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Commits on Apr 29, 2020
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Added dlights back, added sprites to the shader constants and fixed sunlight shadows in cubemaps.
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Commits on Aug 10, 2020
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Better external lightmap support
Loads external Lightmaps like the vanilla openjk renderer Also loads radiance hdr lightmaps now Removed r_srgb
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Commits on Aug 18, 2020
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Removed SWIZZLE_NORMALMAP earlier, which caused trouble in the shader.
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Commits on Aug 27, 2020
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Just to enable non explicit shaders to use those maps too.
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Commits on Sep 14, 2020
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Commits on Sep 21, 2020
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Commits on Dec 9, 2020
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Lee authored and Lee committed
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Merge pull request #45 from Almightygir/rend2-shader-constants-new
Update lightall.glsl
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Commits on Dec 10, 2020
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Commits on Dec 17, 2020
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Commits on Jan 29, 2021
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It generates a stage per lightstyle, based on a collapsed stage, now. Should also be able to read a deluxe map per lightstyle now.
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Add user controllable parallax bias
- parallaxBias can be used per material stage - r_forceParallaxBias can be used for previewing
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Commits on Jan 31, 2021
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Fixing lightstyled surfaces again
Now only collapsable shaders swap lightmap and diffuse stage. Support shaders with lighting specular. Excluding them from beeing collapsed doesnt make any sense to me. Fixes a rare case of strange looking lightstyles. Don't collapse environment mapped stages. Never seen anybody using it for materials besides reflections.
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Commits on Feb 12, 2021
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Commits on May 18, 2021
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Commits on Aug 19, 2021
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Reworked parallax a bit, fixed some other issues
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Commits on Oct 12, 2021
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- rgbGen const now is a float that isn't capped at 1.0 - removed stupid cheap bloom which I accidentally committed - fixed color space of images on hdr lit maps
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Commits on Nov 15, 2021
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Commits on Nov 17, 2021
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Commits on Nov 18, 2021
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Should have used Fd for multiplying with the ambient before, but it doesnt play well with the cloth shader. So, we simply dont mutiply/divide by pi at all for ambient.
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The renderer postprocessed the rendered skyportal which led to problems regarding tonemapping and other faulty things because it didnt happen.
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Commits on Nov 19, 2021
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Commits on Apr 19, 2022
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Commits on May 9, 2022
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Skipping these will result in wrong shaders. My bad.
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Commits on Jun 1, 2022
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Commits on Jun 2, 2022
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Commits on Aug 11, 2022
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Mainly to support Szico VII to build his beach map without having to fix this mess properly for now.
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Commits on Aug 14, 2022
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Fixing vertex shader recompiles in runtime
Driver complained that vertex shaders needed to be recompiled mid frame because of the OpenGL state.
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Commits on Aug 16, 2022
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Add/Fix very basic flare rendering
Binds a new static entity ubo. Flare entity ubo should be updated when the projection matrix changes, but it works for basic rendering. Flares in cubemaps should be broken with this. Shader ubo is not bound properly, needs to be implemented. Need to get the shader data upfront when building the frame ubos. Definitly need to get rid of the glReadPixels to get the current depth value, as this creates a sync point.
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Commits on Sep 14, 2022
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Fix vertex layout for ghoul2 models
I have accidentally broken the vertex layout when I added the default color override. Now g2 models should render as intended again.
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Commits on Sep 21, 2022
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Commits on Oct 1, 2022
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and some work on surface sprites. I just noticed that maps can have brush fogs + global fog, where global fog is applied when there's no brush fog for a surface. Added a permutation to apply both fogs when a surface has both fogs at the same time (brush fog and global fog). Missing feature for now is the ranged fog for the sniper scope.
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Refractions are all rendered after tonemapping, so they also need to apply the tonemapping. Missing features are: globally set distortion settings, blue tint second stage for cg_sabertrail 2
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Merge pull request #48 from SomaZ/rend2-shadow_views_rework
Rend2 shadow views rework
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Commits on Oct 2, 2022
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Don't instance surface sprites
Instancing in this case starves the GPU because instancing only 4 vertices will result in only ~12% GPU utilization.
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Commits on Oct 5, 2022
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Commits on Oct 6, 2022
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Commits on Oct 13, 2022
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Most of the things work just fine. There are some things that are unfinished/unimplemented though. Fading for fog billboards needs to be implemented. Rapidly changing wind directions will lead to missing particles in the viewport for now. Shaders probably should also be more specialized to get some more performance because we can get rid of some ifs in the shaders then.
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Implementing fx surface sprites
Basic support for fx surface sprites. Missing handling of global wind.
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Remove shadow comparison for pshadows
for now, as we currently don't use shadow sampler for them. Setting this will result in UB when shadow sampler aren't used.
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Commits on Oct 14, 2022
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Properly set default vertex color
for surfaces without color attribute. Also, don't activate vertex attributes that aren't present in the vbo. I initially thought that setting a stride of 0 will prevent OpenGL to fetch advancing data. Turns out, OpenGL will compute/guess the stride when a stride of 0 is provided...
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Commits on Oct 18, 2022
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for most surfaces. Surface sprites and weather surfaces aren't supported now.
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Add missing things to ghoul2 marks
even though it seems to be unused by MP. Might be used in SP. Will check that when porting rend2 to SP.
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Commits on Oct 20, 2022
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Fixed particle positions for rapidly changing wind situations and added fading for the particles.
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Commits on Oct 21, 2022
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Commits on Oct 23, 2022
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Commits on Oct 25, 2022
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Commits on Oct 26, 2022
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- Issue pending render commands after cueing shadow passes. - Don't render pshadows for ghoul2 ui models - Don't try resolving light or ssao when rendering shadow passes. - Don't pass an ubo offset < 0 because its illegal in opengl. Will remove the check when I fixed the real issue, which is unimplemented ubo block bindings
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Commits on Nov 2, 2022
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Now favors packed material definitions over spec gloss. Increased number of used mips for convolved cubemaps to get some more precision in the upper gloss values. r_simpleMipMaps now uses opengls internal mip mapping code instead of building everything on the cpu manually. The occlusion layer in packed image formats is now handled properly, as also ssao images. Ssao still needs a major rework though.
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Commits on Nov 12, 2022
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Commits on Jan 22, 2023
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Commits on Jan 27, 2023
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The cached data was overwritten with model data which caused a drop error when a md3 model was already loaded.
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Commits on Feb 1, 2023
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Don't allow parallax mapping on unlit surfaces
Prevents a crash, as no shader permutation is compiled for this case. Might allow parallax mapping on those surfaces later.
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Commits on Mar 1, 2023
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Currently disabled because weatherzones are actually just markers for the vanilla system to speedup creating a point cloud with inside outside flags. This is of no use in the current system.
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Commits on Mar 2, 2023
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Get rid of pshadow sampling UB
in pshadow shader. Setting a sampler comparison requires shadow sampler type, or else it's undefined behavior.
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Auto exposure based on frame time
Decouples framerate from auto exposure speed.
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Some cleanup and increasing vbo size to make sure theres no collisions (rendering vs. updating) when updating the vbo.
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Commits on Mar 11, 2023
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Pack surface sprites into chunks of 65535 vertices
instead of creating one vbo and one ibo per surface sprite stage per every surface.
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Fix incorrectly blurred ssao image
Needed to flip the depth image that is used for testing ssao and for blurring afterwards.
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Commits on Mar 12, 2023
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Fix specularScale implementation
Now, the keyword works again as intended. When using the metal roughness workflow, specularScale will be <metalness> <specular> <unsused> <gloss>
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Commits on Mar 13, 2023
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Commits on Mar 16, 2023
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Now, hdr lightmaps have the same orientation as usual exterrnal lightmaps
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[weather] Add velocity skewing factor
Prevents snow from being skewed in wind like in vanilla
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Attempt at fixing Linux x86 builds
Many thanks to @Daggolin for finding an error in the cmake config. Co-Authored-By: Daggolin <11301096+daggolin@users.noreply.github.com>
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Commits on Mar 19, 2023
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Commits on Mar 22, 2023
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Doubled MAX_RENDER_COMMANDS to match Vanilla...
... renderer change. Also skip drawing images when renderer is not initialized.
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Commits on Mar 23, 2023
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First issue all pending render commands, then make sure all frames are synced, delete sync objects, then all buffers.
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Commits on Mar 25, 2023
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Commits on Mar 26, 2023
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Commits on Mar 30, 2023
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Commits on Apr 3, 2023
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Fix in-game menu model rendering
When I added refraction rendering, I missed that rendering these menu models happen after the frame has been post-processed. Since most of them don't use a refraction shader, the guard clause simply rejected those.
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Commits on Apr 4, 2023
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Commits on Apr 16, 2023
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Don't load cubemaps for misc_bsp entities
for now. Might look into also loading these later on.
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Commits on Apr 29, 2023
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Now rend2 won't upload a model view projection matrix per entity anymore, but only the model matrix. The view projection matrix is now part of the camera ubo.
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Commits on May 3, 2023
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Commits on May 4, 2023
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Explicitly set camera ubo for sky draws
Missed setting this, so it happened that the wrong/old camera ubo was bound in skyportal views.
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Flip normals for backfacing triangles
Idea taken from: ioquake/ioq3@bc8737d
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Use metalness workflow as default
and set specularScale accordingly. Fixes bad shading on models with "alphaGen lightingSpecular" shader stages
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Commits on May 6, 2023
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Use correct luma for auto exposure
Wondering where this weird luma vector comes from and how it was picked in the first place.
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Disable vertex animation support
It isn't used in the vanilla game and has always been broken in rend2. Fixed it in gl2, but since MP doesn't support entities with vertex animations, just don't bother. Also alot of cleanup.
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Commits on May 10, 2023
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Revert removing setting shader times
Some calculations still need them to be set correctly...
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Fix remaining lightsyles issues
If a shader can't be collapsed, the renderer uses generic shaders. Those couldn't handle the texture coordinates for lightstyles.
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Commits on May 18, 2023
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Store md3 surfaces in one vbo per mesh instead of
creating a vbo per surface.
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Commits on May 19, 2023
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Commits on May 22, 2023
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Commits on May 23, 2023
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When there were too many weather brushes, we exceeded the frames tess memory. This lead to skipping parts of the inside or outside brushes.
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Make sure there is always a valid ubo bind
for the lights, scene and fogs ubos.
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Commits on May 24, 2023
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Commits on May 27, 2023
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Commits on May 28, 2023
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Disable viewport scissor for mirrors for now
It's currently buggy, especially when the portal surface is very close to the viewer. Might replace this with rendering a stencil first.
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Since we upload scene data before rendering the sun shadow maps we need to alter all the related data before upload.
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Commits on Jun 21, 2023
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Rend2 will now gather all uniform buffer data before rendering anything. Also merges skyportal draws into the main pass rendering. Cleaned up alot of old code on the way Broken: - DEFORM_PROJECTION_SHADOW - Weather top down occlusion rendering TODO: - Merge shadow draws into single draw commits - Check R_NewFrameSync() usage - Reduce bsp tree traversal when building the different views - make R_RecursiveWorldNode and R_MarkLeaves static again
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Commits on Jul 2, 2023
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Weather top down occlusion rendering now working again and correct usage of R_NewFrameSync().
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Commits on Sep 13, 2023
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Looks like this was resolved, so its not needed anymore for x86 linux builds?
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Commits on Sep 30, 2023
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Merge remote-tracking branch 'SomaZ/rend2' into rend2
# Conflicts: # CMakeLists.txt # codemp/CMakeLists.txt
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Reduce the maxpolyverts back to the normal values (it was raised by m…
…e for surface trigger/clip/slick drawing feature)
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