recalculate the surface normal for every polygon for every frame! It
is already calculated when we load the PIE model, so let's use it.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@4032 4a71c877-e1ca-e34f-864e-861f7616d084
- Move VISIBLE_XTILES from src/ to lib/ivis_common/, so we don't have to hardcore mapview sizes in piedraw.c...
- Make INTERFACE_DEPTH/MAX_Z int, since that's what they are used as.
- Remove unused defines
- Less fog and more shadows
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3926 4a71c877-e1ca-e34f-864e-861f7616d084
warfare effect code for all objects - the one which does not modify individual vertices.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3429 4a71c877-e1ca-e34f-864e-861f7616d084
* Turn some signed integers ("int" or "SDWORD") into unsigned integers where it made more sence (and signed integers caused warnings about comparing signed with unsigned integers)
* At some places cast to an unsigned integer (where the type of the expression is a signed integer but the result of it logically _always_ is an absolute value)
* Remove unused struct-type EVENT_INIT
* Convert use of malloc->memcpy->free to one single realloc call (and now make sure to actually check realloc's return value, which wasn't done with the malloc call)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3037 4a71c877-e1ca-e34f-864e-861f7616d084
textures are converted. Once they are done, the texture matrix hack is restored.
Thanks to devurandom and cybersphinx for help and previous efforts in this area.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2980 4a71c877-e1ca-e34f-864e-861f7616d084
- Remove now unnecessary offset parameter from pie_DrawTerrainTriangle
- Move GL code from display3d.c to piematrix.c
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2935 4a71c877-e1ca-e34f-864e-861f7616d084
* add function iV_DrawTextRotated which uses glTranslatef and glRotatef to change (i.e. rotate) the result of iV_DrawText which it also calls; the translation matrix is later reset using glLoadIdentity() (no pushing&popping of the matrix)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2330 4a71c877-e1ca-e34f-864e-861f7616d084
Any fixes, if necessary, should be applied on loading.
In the image code (IMAGEDEF) this did not work, so OLD_TEXTURE_SIZE_FIX is applied during rendering.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2258 4a71c877-e1ca-e34f-864e-861f7616d084
- pie_MAX_POLYS became pie_MAX_POLYGONS.
- pie_MAX_POLY_VERTS became pie_MAX_VERTICES_PER_POLYGON and was decreased to 6 from 10. This _should_ work everywhere, I didn't see glitches. Grim recommended to even reduce it to 4, but the terrain renderer didn't like that. (When you pitched down the camera too much, the left screen side of the terrain disappeared.)
- iV_IMD_MAX_POINTS, iV_IMD_MAX_POLYS now are defined to the pie_ variants.
- scrPoints was moved into the scope of the only using function, pie_Draw3DShape2.
- aByteScale was never used, so it got removed.
- Some counters were changed from signed to unsigned.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2054 4a71c877-e1ca-e34f-864e-861f7616d084
- Reorder debug=yes CFLAGS so the -Wno- flags are at the end
- Make skybox float-uv aware
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1890 4a71c877-e1ca-e34f-864e-861f7616d084
It should even render them as floats. I wasn't able to see a difference after modifying some PIE files, though.
This patch is heavily inspired by Watermelon's work. (Namely piefloat.patch)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1681 4a71c877-e1ca-e34f-864e-861f7616d084
- Vector2f type which will be needed for texture coordinates
- Output adjustment for pie_AddTexPage
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1550 4a71c877-e1ca-e34f-864e-861f7616d084
- Remove unecessary copying and code duplication from drawTerrainTiles
- Remove more BSP and unused code
- pie_Pagename -> pie_MakeTexPageName
- pie_AddBMPToTexPages -> pie_AddTexPage
- Whitespace and formating
- Fix hardcoded SKY_TEXPAGE id, which depends on the loading order in the wrf file. Changed to string (filename).
- iTexPage.textPage3dfx -> iTexPage.id
- Prevent unecessary texpage switching in pie_DrawTexTriangle
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1548 4a71c877-e1ca-e34f-864e-861f7616d084
* change pie_ReloadTexPage to use files instead of memory buffers as well
* change data.c's resource handler mappings to now load some more fileformats directly from file (all that directly or indirectly used to depend upon pie_PNGLoadMem)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1483 4a71c877-e1ca-e34f-864e-861f7616d084
* do the same with pie_ReloadTexPage which calls pie_PNGLoadMem
* char* -> const char* in tex.c
* fix a syntax error from r1481
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1482 4a71c877-e1ca-e34f-864e-861f7616d084
* remove goto, placed the "goto"-code in an inline function instead
* make pie_PNGLoadMem const correct (i.e. take a buffer we don't write to as const char*)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1477 4a71c877-e1ca-e34f-864e-861f7616d084
more cpu time. Buildings have static shadows, the shadows of
components/droids get recomputed every frame. Rain/bullets/other effects
do no longer drop a shadow.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1281 4a71c877-e1ca-e34f-864e-861f7616d084
- Vector3i from lib/ivis also used in lib/audio, maybe want to move it to some more generic place?
- Replace iPoint with Vector2i
- Remove additional integer type declarations from pietypes.h
- Rename all iSprite to iTexture
- Various warning fixes: Unsigned/signed comparisons, uninitialized variables, declared but not defined symbols
- Replace DEBUG_BLOCK with DEBUG_MALLOC (it was virtually the same)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1245 4a71c877-e1ca-e34f-864e-861f7616d084