lewa_j
2086dc6128
ref_dx2: hack half pixel offset
2026-07-25 16:30:23 +03:00
lewa_j
5c4dd797ce
ref_dx2: rebase onto ref_api v17
2026-07-25 16:30:23 +03:00
lewa_j
e7636d580f
ref: dx2: d3d transformation state. Drawing brushes!
2026-07-25 16:27:19 +03:00
lewa_j
64c1413278
ref: dx2: R_DrawWorld (WIP)
2026-07-25 16:24:59 +03:00
lewa_j
7eb1220b19
ref: dx2: Build world polygons
2026-07-25 16:24:58 +03:00
lewa_j
a260b4c143
ref: dx2: some culling cvars
2026-07-25 16:24:43 +03:00
lewa_j
cb5146bb48
ref: dx2: Display transform rotation (WIP)
2026-07-25 16:24:43 +03:00
lewa_j
0365e645df
ref: dx2: d3d matrix and transform state
2026-07-25 16:24:36 +03:00
lewa_j
d1143b4b5c
ref: dx2: add frustum, move Assert and some externs, get world pointer from engine
2026-07-25 16:20:16 +03:00
lewa_j
aa4bdf0732
ref: dx2: implement FillRGBA through d3d
2026-07-25 16:14:55 +03:00
lewa_j
700a5333af
ref: dx2: ExecuteBuffer context
2026-07-25 16:14:55 +03:00
lewa_j
ad25458c5a
ref: dx2: Move more code around (r_draw, r_main, r_surf)
2026-07-25 16:11:58 +03:00
lewa_j
8f6ff1b64f
ref: dx2: PARM_STENCIL_ACTIVE
2026-07-25 16:11:57 +03:00
lewa_j
3abb39f172
ref: dx2: R_GammaChanged stub
2026-07-25 16:11:52 +03:00
lewa_j
6a02b77163
ref: dx2: Move functions around
2026-07-25 16:11:50 +03:00
lewa_j
a3c26affa3
ref: dx2: Move D3D init code to r_d3d.c
2026-07-25 16:08:57 +03:00
lewa_j
95df96e668
ref: dx2: vertex color
2026-07-25 16:02:05 +03:00
lewa_j
bdce95a31b
ref: dx2: implement FreeTexture
2026-07-25 16:02:05 +03:00
lewa_j
eec9609354
ref: dx2: blend, alpha test, fix texture formats with alpha
2026-07-25 16:01:55 +03:00
lewa_j
a58f2ac13b
ref: dx2: render textures
2026-07-25 16:01:06 +03:00
lewa_j
e704247f9d
ref: dx2: start D3D work
2026-07-25 16:01:06 +03:00
lewa_j
d414eeb246
ref_dx2 (WIP)
2026-07-25 15:54:24 +03:00
Buggem's Fedora PC
f2166a2c9d
ref: soft: Try to stop decal->pnext loops from recursing infinitely
...
Doesn't fix the root cause of the problem, which is the mysterious setting of decal->pnext to decal which doesn't happen in GL, but does act as a blockade and a temporary fix
2026-07-21 15:16:32 +05:00
Alibek Omarov
e2d6b7ab28
ref: gl: do not deadname LadyHavoc
2026-06-30 22:12:01 +05:00
Alibek Omarov
34467bfe9a
ref: gl: make R_AddDynamicLights only iterate through actually lit box
2026-06-30 22:12:01 +05:00
Alibek Omarov
3366ad06d0
wscript: add yy-thunks library to help support the holy cow of windows users
2026-06-21 11:16:03 +05:00
Alibek Omarov
1e31fbcd51
ref: shut up DecalShoot about decals must hit mod_brush
...
This is an annoying message that's caused by the game code. Decals, without
custom renderer, cannot be rendered on non-brush entities, and everybody knows
that anyway.
2026-06-14 07:22:30 +05:00
Alibek Omarov
e87b14468d
ref: when entity model is NULL, the entity is player and we're drawing in menu, skip this entity silently
...
The menu relies on the fact that model is set from player's userinfo, and if it has bogus model, it will
trip on the nullptr model assert
2026-05-26 02:57:47 +05:00
Alibek Omarov
7fce99481f
ref: gl: fix crash in gl2_shim caused by MapBufferRange returning NULL
2026-05-21 00:03:36 +05:00
Alibek Omarov
142dc7b87a
ref: use vector initializer macros
2026-05-20 23:24:36 +05:00
Alibek Omarov
64b1b54f5b
ref: use designated initializers where possible
2026-05-20 23:24:36 +05:00
Alibek Omarov
e2cf580818
ref: gl: refactor variable declarations
2026-05-20 23:24:36 +05:00
Alibek Omarov
d0a98447c4
ref: soft: refactor variable declarations
2026-05-20 23:24:36 +05:00
Alibek Omarov
29a9fcf76c
ref: common: refactor variable declarations
2026-05-20 23:24:36 +05:00
Alibek Omarov
5e70995989
ref: gl: more maybe unused stuff
2026-05-13 11:13:46 +05:00
Alibek Omarov
cef6cb58bb
ref: gl: fix maybe-uninitialized
2026-05-13 10:47:15 +05:00
Alibek Omarov
47aad1b3a3
ref: soft: cleanup unused variables
2026-05-13 10:46:59 +05:00
Alibek Omarov
e9bdbf2f33
ref: gl: mark maybe unused globals
2026-05-13 10:11:47 +05:00
Alibek Omarov
bf990d1040
ref: gl: cleanup unused variables
2026-05-13 10:09:09 +05:00
Alibek Omarov
0aac2e4d32
engine: zone: add small allocation optimization, reducing the size of <255 bytes allocations at the cost of less debug info
...
Keep it opt-in through a flag at pool alloc time.
Opt-in console related allocations, they are usually small enough strings.
2026-05-13 09:32:50 +05:00
Alibek Omarov
fdb59e990e
engine: rename Host_IsLocalGame to Host_IsSinglePlayerGame to avoid confusion
2026-05-05 01:04:57 +05:00
Alibek Omarov
5b6b372cfe
ref: gl: drop broken minlight/scale cvars for litwater. Keep them for mods. Fix post-merge issues
2026-04-28 11:21:56 +05:00
Alibek Omarov
2f31cf315c
ref: gl: add litwater support
2026-04-28 11:12:44 +05:00
Alibek Omarov
fca4152d5a
ref: gl: fix typo in gl_drawrangeelements
2026-04-26 04:13:50 +05:00
Alibek Omarov
2ccef63754
engine: ref_api: change RefGetParm return type to intptr_t, bump RefAPI version
2026-04-26 04:12:52 +05:00
Alibek Omarov
d3b01d313b
ref: gl: do not limit texture units by broken report of shaders extension
2026-04-26 04:12:52 +05:00
Alibek Omarov
21d84ee692
ref: gl: add -glnoerr flag that enables no error context, for possible performance gains
2026-04-26 04:12:52 +05:00
Alibek Omarov
22391eba1b
engine: handle swapping sequence files in LoadCacheFile for games with external StudioModelRenderer
2026-04-26 04:12:52 +05:00
Alibek Omarov
e2d5bea327
ref: cleanup unused functions
2026-04-21 23:10:32 +05:00
Alibek Omarov
a3dba64513
public: move atlas packing code from renderer, add tests
2026-04-20 01:33:54 +05:00