Commit Graph
35 Commits
Author SHA1 Message Date
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)
* -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