Build 9598
GIT-
polymer: show shader compile log on failure, not just link log
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Mesa conveys most of the useful info through there, not linking.
Nickname SVN e nomi Git sono unificati per persona.
polymer: show shader compile log on failure, not just link log
Mesa conveys most of the useful info through there, not linking.
update sectors if visibility changed.
Bugged since forever and would have floors and ceilings stay put when alt-wheeling in mapster.
Don't compute lights for parallaxed geometry we either won't draw or won't
need lights. This should save a bit of work in the general case with skies, too.
polymer: 'fix' texture scale on relative floors
Classic relative scaling apparently had some numerical artifacts related to length of firstwall. Cribbing the logic added in 6fc6b7d5 in Polymost along with bumping the precision of the intermediate terms seems to make it line up fully. Rooftop floor in E1L1 and surrounding ledges are good test cases for this.
polymer: fix angle precision with sector relative tile alignment
nice nice good stuff
sd
upload bucket indices through pinned host memory.
fix regression with Y-flipping bit.
add preliminary support for batching draws.
fix synthesis warning.
store map data in a single buffer with a unified vertex type.
Fix automap lines in Polymer mode
add pr_nullrender variable to toggle drawing and updating GL buffers
Test commit to make sure synthesis works.
Revert window fullscreen stuff until we have aspect-correct upscaling
pass.
Add some useful preprocessor definition to the checked-in MSVC project
Fix crash with GTK+SDL2 on startup and use windowed fullscreen instead of
exclusive fullscreen.
Ignore ART mapping for TILE_ANIM, which is dynamically populated by the game
during ANM playback.
Hook ART mapping to rotatesprite.
The visibility calculation relies on the distance, which might not be entirely accurate in rotatesprite, so maybe it'll be too dark in some cases.
Make ART mapping work with any number of shade offsets (eg. BLOOD pal)
Revert to spherical shading; it's not like you could look up in classic anyway.
Fix interaction between ART mapping and lighting.