Build 1747
SVN-
General
Get the glTexImage3D function pointer from the ICD, not from dlsym/GetProcAddress. This fixes OpenGL on Windows since opengl32.dll only has version 1.1 symbols.
SVN handles and Git names are merged into one person.
Get the glTexImage3D function pointer from the ICD, not from dlsym/GetProcAddress. This fixes OpenGL on Windows since opengl32.dll only has version 1.1 symbols.
Highpalookup maps implementation on the renderer side. Currently set to a hardcoded highpalookup of 6:6:6->RGB and causes a noticeable quality drop. Use the debug1 cvar to toggle ingame.
Correctly (I hope) handle the zoom argument of rotatesprite when drawing HUD models in Polymer.
Fix wrong interpretation of SPREXT_NOTMD that would cause it to assume the flag was set whenever any flag was set, causing the models to switch on and off in Duke Plus with Polymer.
Polymost-style HUD model support for Polymer. It properly displays all HRP HUD models as far as I can tell.
Implement 'away1' and 'away2' maphacks in Polymer.
Respect the 'notmd' maphack when deciding to draw models in Polymer.
Model specular map support and polymer fix for the OSX/ATI driver.
This is an attempt to fix r1595.
- pr_resetlights() was exported but polymer.c wasn't changed to reflect that. This also broke the gcc build so I'm not sure how this was missed. - commented code was laying around in the middle of polymer.h - savegame.c using a bunch of C99 non-constant initializers. Please keep in mind that MSVC is one of the supported compilers and doesn't know C99. - savegame.c using localtime_r, which doesn't exist on Win32. - demo playback calling resetlights and drawrooms without ever calling pr_loadboard(). - this change makes the game run very choppy here.
This should correctly compute the normal of all BUILD floors and walls. Fixes bug 2806174 (E1L1 projection room floor not affected by light and parallaxing artifacts).
Adds code to disable the Vista/7 DWM when setting OpenGL modes. This buys some OpenGL performance in windowed mode and works around an ATI OpenGL driver bug.
Hook the polymer map selection code to a few more places in the editor code. This will fix the screen turning greenish when selecting a pal with Alt-P. I could just drop the selection from these cases since the cursor can't actually move, but then people would ask why the FPS gets higher in this occurrences.