Garux
4e9c91e86d
add ModelGetTransform()
2025-10-31 16:00:12 +05:00
Garux
6e5067828a
fix PopulateWithBSPModel() oddly using modelscale and angles
2025-10-31 15:10:49 +05:00
Garux
553dd81247
minor tweaks
2025-10-26 00:35:05 +05:00
Garux
eab59834bc
* support distinct lighting from different sky shaders in one map (by Tom Arrow)
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* -onesky: fallback to old behavior: any sky emits total of all suns/skylights in the map
2025-10-06 05:09:10 +05:00
Tom
fef5c4648b
-multiSun commandline flag: Draw sun/skylights only if they come from the sky whose shader they were defined in.
...
Every shader that emits sun or skyligghts gets an environment emitter index. All the suns/lights generated from that shader get the same index.
trace_t now has a bitmask of all the environment emitter indices encountered when hitting sky surfaces and checking their shader.
Lighting code checks whether the current sunlight has a defined environment emitter index and if it does, it checks whether it is set in the bitmask. Only then will the light be considered to hit.
2025-09-29 23:59:51 +02:00
Garux
a8b0ac4eb7
define CLUSTER_OPAQUE CLUSTER_NORMAL constants
2025-09-23 17:25:51 +05:00
Garux
2580a1ee17
minor tweaks
2025-09-23 03:59:53 +05:00
Garux
66e15e9ba0
minor tweaks
2025-09-23 02:45:24 +05:00
Garux
e8f74da3d2
minor tweaks
2025-09-22 22:36:41 +05:00
Garux
6e8079cc93
minor tweaks
2025-09-14 03:55:34 +05:00
Garux
911a7cceeb
minor tweaks
2025-09-03 00:29:13 +05:00
Garux
607d4c67ad
tweak formatting
2025-02-05 15:59:29 +05:00
Garux
4a368deef0
minor refactoring
2025-02-04 12:15:12 +05:00
Garux
8202b5a6ba
fix some warnings
2024-11-24 02:00:56 +05:00
Garux
76017a8ce3
unify angles key reading
2021-11-08 21:39:38 +03:00
Garux
da98e8fde3
various code cleanups
2021-10-30 16:04:31 +03:00
Garux
4642753564
std::vector<bspDrawSurface_t> bspDrawSurfaces
2021-09-27 06:14:12 +03:00
Garux
7993cc8a1f
std::vector<int> bspDrawIndexes
2021-09-26 22:10:46 +03:00
Garux
6e2fc92576
std::vector<bspModel_t> bspModels
2021-09-24 12:11:11 +03:00
Garux
0e4a4fdcf6
* fix _castShadows > 1: cast on world, as advertised
2021-07-02 16:50:01 +03:00
Garux
75c7c09903
* replace model loaders by assimp library (40+ formats)
...
* auto split big model meshes to <= maxSurfaceVerts chunks (avoids excess meta process for vertexlit ones)
2021-05-07 14:47:39 +03:00
Garux
2222100316
indent classes, align by spaces
2021-03-24 00:25:15 +03:00
Garux
1d4424f4c6
minor tweaks
2021-03-12 01:17:01 +03:00
Garux
09c78ec0dc
return Vector3 from vectorForKey()
2021-03-11 20:16:52 +03:00
Garux
1144be0881
add BasicVector3 uniform constructor
2021-03-11 19:14:07 +03:00
Garux
f9a424b6c8
more c++
2021-03-02 22:01:09 +03:00
Garux
9857bb955b
more c++ math
2021-02-26 01:10:51 +03:00
Garux
4ce944444d
rewrite q3map2 math in c++
2021-02-25 19:41:43 +03:00
Garux
ba497e4139
SafeOpenWrite, SafeOpenRead funcs use
2021-02-09 18:05:06 +03:00
Garux
99a5ef0416
refactor entity key values routines
2021-01-30 16:23:31 +03:00
Garux
623163ae9c
remove unused markers
2021-01-28 02:12:15 +03:00
Garux
20b908e31b
remove excess typedef struct declarations
2021-01-23 19:26:50 +03:00
Garux
36b63e1d2c
turn entities array to std::vector<entity_t>
2021-01-23 15:39:42 +03:00
Garux
13524d59ef
fix the build
2021-01-16 15:10:59 +03:00
Garux
fafa271a46
turn quake3 tools to cpp
2021-01-15 01:37:23 +03:00