[0.1-5] added an option to swap the quad order for very rare GPUs like the Intel 3000 HD
This commit is contained in:
parent
834f550126
commit
02df41ffc4
@ -31,6 +31,7 @@
|
|||||||
"gl_chunks_tesselated_per_frame": 4,
|
"gl_chunks_tesselated_per_frame": 4,
|
||||||
"gl_shaders": true,
|
"gl_shaders": true,
|
||||||
"gl_frustum_cull": true,
|
"gl_frustum_cull": true,
|
||||||
|
"gl_flip_quads": false,
|
||||||
"gl_vbo": true
|
"gl_vbo": true
|
||||||
},
|
},
|
||||||
|
|
||||||
|
@ -61,6 +61,10 @@ clsave/config.json:
|
|||||||
Set this to "false" if the artifacts are digging your head in,
|
Set this to "false" if the artifacts are digging your head in,
|
||||||
or if it somehow makes rendering *slower*.
|
or if it somehow makes rendering *slower*.
|
||||||
|
|
||||||
|
"gl_flip_quads" changes the order in which quads are assembled.
|
||||||
|
Enable this if you have smooth lighting enabled and it looks like you have dark squares
|
||||||
|
at each of the corners.
|
||||||
|
|
||||||
"gl_vbo" enables vertex buffer objects (default: true)
|
"gl_vbo" enables vertex buffer objects (default: true)
|
||||||
May fail on older computers. Enable for a faster FPS.
|
May fail on older computers. Enable for a faster FPS.
|
||||||
It is recommended you disable these on old Intel integrated GPUs.
|
It is recommended you disable these on old Intel integrated GPUs.
|
||||||
|
@ -19,7 +19,7 @@
|
|||||||
#define VERSION_X 1
|
#define VERSION_X 1
|
||||||
#define VERSION_Y 0
|
#define VERSION_Y 0
|
||||||
#define VERSION_A 0
|
#define VERSION_A 0
|
||||||
#define VERSION_Z 4
|
#define VERSION_Z 5
|
||||||
// Remember to bump "Z" basically every time you change the engine!
|
// Remember to bump "Z" basically every time you change the engine!
|
||||||
// Remember to bump the version in Lua too!
|
// Remember to bump the version in Lua too!
|
||||||
// Remember to document API changes in a new version!
|
// Remember to document API changes in a new version!
|
||||||
@ -458,6 +458,7 @@ extern int screen_smooth_lighting;
|
|||||||
extern int gl_expand_textures;
|
extern int gl_expand_textures;
|
||||||
extern int gl_use_vbo;
|
extern int gl_use_vbo;
|
||||||
extern int gl_frustum_cull;
|
extern int gl_frustum_cull;
|
||||||
|
extern int gl_flip_quads;
|
||||||
extern int gl_chunk_size;
|
extern int gl_chunk_size;
|
||||||
extern int gl_visible_chunks;
|
extern int gl_visible_chunks;
|
||||||
extern int gl_chunks_tesselated_per_frame;
|
extern int gl_chunks_tesselated_per_frame;
|
||||||
|
@ -16,9 +16,9 @@
|
|||||||
]]
|
]]
|
||||||
|
|
||||||
VERSION_ENGINE = {
|
VERSION_ENGINE = {
|
||||||
cmp={0,1,0,0,4},
|
cmp={0,1,0,0,5},
|
||||||
num=4194304+4,
|
num=4194304+5,
|
||||||
str="0.1-4",
|
str="0.1-5",
|
||||||
}
|
}
|
||||||
|
|
||||||
VERSION_BUGS = {
|
VERSION_BUGS = {
|
||||||
@ -92,5 +92,6 @@ VERSION_BUGS = {
|
|||||||
{intro=nil, fix=nil, msg="Sound distance attenuation affected by zoom (workaround implemented)"},
|
{intro=nil, fix=nil, msg="Sound distance attenuation affected by zoom (workaround implemented)"},
|
||||||
{intro=nil, fix=4194304+3, msg="[OpenGL] Frustum culling not supported"},
|
{intro=nil, fix=4194304+3, msg="[OpenGL] Frustum culling not supported"},
|
||||||
{intro=nil, fix=4194304+4, msg="[OpenGL] Ambient occlusion on sides not rendered equally"},
|
{intro=nil, fix=4194304+4, msg="[OpenGL] Ambient occlusion on sides not rendered equally"},
|
||||||
|
{intro=4194304+4, fix=4194304+5, msg="[OpenGL] Ambient occlusion on sides rendered very unequally on very rare GPUs such as the Intel 3000HD"},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -779,7 +779,9 @@ void render_gl_cube_map(map_t *map, map_chunk_t *chunk, float x, float y, float
|
|||||||
}
|
}
|
||||||
|
|
||||||
/* Check if the quad needs to be rotated (fix for ambient occlusion on sides) */
|
/* Check if the quad needs to be rotated (fix for ambient occlusion on sides) */
|
||||||
if (average_light_vertex1 + average_light_vertex3 > average_light_vertex2 + average_light_vertex4)
|
if ((average_light_vertex1 + average_light_vertex3 > average_light_vertex2 + average_light_vertex4
|
||||||
|
? !gl_flip_quads
|
||||||
|
: gl_flip_quads))
|
||||||
{
|
{
|
||||||
/* Quad 1 rotated */
|
/* Quad 1 rotated */
|
||||||
|
|
||||||
|
@ -376,6 +376,11 @@ int icelua_init(void)
|
|||||||
if(!lua_isnil(Lc, -1)) gl_use_vbo = v;
|
if(!lua_isnil(Lc, -1)) gl_use_vbo = v;
|
||||||
lua_pop(Lc, 1);
|
lua_pop(Lc, 1);
|
||||||
|
|
||||||
|
lua_getfield(Lc, -1, "gl_flip_quads");
|
||||||
|
v = lua_toboolean(Lc, -1);
|
||||||
|
if(!lua_isnil(Lc, -1)) gl_flip_quads = v;
|
||||||
|
lua_pop(Lc, 1);
|
||||||
|
|
||||||
lua_getfield(Lc, -1, "gl_frustum_cull");
|
lua_getfield(Lc, -1, "gl_frustum_cull");
|
||||||
v = lua_toboolean(Lc, -1);
|
v = lua_toboolean(Lc, -1);
|
||||||
if(!lua_isnil(Lc, -1)) gl_frustum_cull = v;
|
if(!lua_isnil(Lc, -1)) gl_frustum_cull = v;
|
||||||
|
@ -36,6 +36,7 @@ int gl_visible_chunks = 49;
|
|||||||
int gl_chunks_tesselated_per_frame = 2;
|
int gl_chunks_tesselated_per_frame = 2;
|
||||||
int gl_use_vbo = 1;
|
int gl_use_vbo = 1;
|
||||||
int gl_frustum_cull = 1;
|
int gl_frustum_cull = 1;
|
||||||
|
int gl_flip_quads = 0;
|
||||||
|
|
||||||
int force_redraw = 1;
|
int force_redraw = 1;
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user