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Build 3303

16 December 2012 · 3 commits by 1 author · SVN

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Original log file · 20121216-3303.txt
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r3303 | helixhorned | 2012-12-16 11:18:18 -0800 (Sun, 16 Dec 2012) | 1 line

Move fog calc routines into polymost.c, declare in engine_priv.h.
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r3302 | helixhorned | 2012-12-16 11:18:13 -0800 (Sun, 16 Dec 2012) | 3 lines

Don't enable fog in polymost_printext256() and when drawing tile view in M32.

The new "r_usenewshading 2" mode could darken these otherwise.
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r3301 | helixhorned | 2012-12-16 11:18:10 -0800 (Sun, 16 Dec 2012) | 12 lines

Classic-like visibility/fog for OpenGL modes, r_usenewshading 2 (new default).

Implemented using GL_LINEAR fog. The only source of difference (besides the
obvious indexed vs. true color) should now be the distance constant, which
still had to be determined experimentally.  Polymer implements this mode in
its fog fragment program part.

Parallaxed skies are always drawn with full visibility, I'm not sure if there
are any maps that expect otherwise.

Also, accidentally committed: factor out initialization code from
polymost_printext256() into gen_font_glyph_tex(), small game.c changes.
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Engine

Don't enable fog in polymost_printext256() and when drawing tile view in M32.

Philipp Kutin (Helixhorned) 16 Dec 2012, 11:18 UTC−8 r3302

The new "r_usenewshading 2" mode could darken these otherwise.

Engine

Classic-like visibility/fog for OpenGL modes, r_usenewshading 2 (new default).

Philipp Kutin (Helixhorned) 16 Dec 2012, 11:18 UTC−8 r3301

Implemented using GL_LINEAR fog. The only source of difference (besides the obvious indexed vs. true color) should now be the distance constant, which still had to be determined experimentally. Polymer implements this mode in its fog fragment program part. Parallaxed skies are always drawn with full visibility, I'm not sure if there are any maps that expect otherwise. Also, accidentally committed: factor out initialization code from polymost_printext256() into gen_font_glyph_tex(), small game.c changes.