This makes incremental recompilation faster when changing static
interned strings.
Differential Revision: https://code.wildfiregames.com/D3975
This was SVN commit r25457.
Switch all the constant strings in graphics code to use the new
variables.
This avoids the cost of instantiating CStrInterns at runtime every
frame.
This was SVN commit r13906.
glDrawRangeElements needs to know the range of vertexs that are used
by the index array. With VBOs it doesn't really matter if the range
is wrong (all the vertexes are in GPU memory anyway), but with CPU
vertex arrays the driver has to memcpy the given range of data, so
incorrect bounds will result in garbage data being rendered.
With gentangents, the rendered mesh can have more vertexes than the
original CModelDef, but was rendered with the CModelDef's vertex count.
Use the correct vertex count instead.
Refs #2050.
This was SVN commit r13734.
Support conditional expressions in shader effect XML files.
Consolidate fixed-function model rendering into the shader system.
Remove lots of now-obsolete renderer code.
Move shader defines from std::map to new class with interned data, for
performance.
Move texture from model into material.
Alleviate singletonitis.
Remove obsolete lodbias setting.
Remove unused terrain shadow transparency.
This was SVN commit r11423.
the old debug_assert always ran and tested the expression, which slows
down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new
ASSERT behaves like assert and ENSURE like the old debug_assert. Let's
change any time-critical but not-super-important ENSURE to ASSERT to
speed up release builds. (already done in bits.h and unique_range.h)
This was SVN commit r9362.
Change lighting model for new maps to allow better overbrightness.
Cache player colours instead of loading from scripts every time the
renderer wants them.
This was SVN commit r9123.
Use index VBOs in model renderers, for performance.
Be more explicit about static/dynamic VBOs.
Add VBO usage to renderer stats.
Clean up some obsolete unused code.
This was SVN commit r9052.
Rewrite font builder tool to be much simpler and to support more text
effects.
Change GUI to use new set of fonts.
Switch font textures from TGA to PNG so they're easier for the font
builder to create.
Support RGBA font textures (for e.g. stroked text).
Greatly improve text rendering performance by using vertex arrays.
Fix rendering code leaving vertex buffers bound.
Add 'clip' property to GUI text objects, to disable clipping when
rendering.
Delete part of unused console function registration system.
This was SVN commit r7595.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
* Skinning is done in a way that works when there's more than one bone
influencing a vertex.
* PMDs now store vertexes in world-space instead of bind-space. (The
loader converts the old-version PMDs so they still work.)
* Moved SkinPoint, SkinNormal into CModelDef so it could use them when
loading the old PMDs.
* Made the FastNormals approach non-optional, so the inverse-transpose
bone matrices could be removed. Changed the explanation of why it's a
valid approach.
* Quaternion: Made GetInverse assume that the quaternions have unit
length (which they do when they're representing 3D rotations).
* lib: Added support for DDS files that aren't a multiple of 4x4 (most
useful for 1x1, 2x2, etc that are still powers of two).
* Actor Viewer: Added white terrain texture to the minimal test mod, so
shadows are visible. Changed default so walk/run animations don't move
the unit along the ground.
* Removed some redundant repetition in doc comments.
* Removed some unnecessary #includes.
This was SVN commit r4696.