*opt parallax by distance
*move fbo DSA, opt bind fbo
*opt shadow lods
new ear edition
*fix s_hrtfIndex values
opt shadowmap vbo memory size
*remove bsp and md2-3 tri neighbors code
*precalc shadow geometry for static lights
*remove stencil test
*shadow maps work for bsp and alias models (bugs with bmodels, no alias shadowing)
*add shadow mapping
* add shadow mapping (dont work)
*remove unused shaders
remove nvml
О как! Окей....
еще один фикс. Без него периодически падало, когда стреляешь во врага --- game/g_modeltrace.c (revision 1522) +++ game/g_modeltrace.c (working copy) @@ -142,6 +142,8 @@ } } +static int model_index_max = sizeof(models) / sizeof(model_to_TRmesh_t); + modelTR_t* TR_Model_Get(const char* name, int *index){ for (int i = 0; i < sizeof(models) / sizeof(model_to_TRmesh_t); ++i) @@ -159,7 +161,7 @@ modelTR_t *TR_Model_Get_by_Index(int index) { - if (!index) + if (!index || index > model_index_max) return...
еще один фикс. Без него периодически падало, когда стреляешь во врага --- game/g_modeltrace.c (revision 1522) +++ game/g_modeltrace.c (working copy) @@ -142,6 +142,8 @@ } } +static int model_index_max = sizeof(models) / sizeof(model_to_TRmesh_t); + modelTR_t* TR_Model_Get(const char* name, int *index){ for (int i = 0; i < sizeof(models) / sizeof(model_to_TRmesh_t); ++i) @@ -159,7 +161,7 @@ modelTR_t *TR_Model_Get_by_Index(int index) { - if (!index) + if (!index || index > model_index_max) return...
*x64 build for windows (exe and vanila game dll)
плюс еще вот с этим игра уже запускается, будучи собранной с -O2 (да и с -O3) $ svn diff -- trunk/renderer/r_vertexObjects.c Index: trunk/renderer/r_vertexObjects.c =================================================================== --- trunk/renderer/r_vertexObjects.c (revision 1518) +++ trunk/renderer/r_vertexObjects.c (working copy) @@ -184,8 +184,8 @@ float oneKb = 1024.0f; float oneMb = oneKb * oneKb; - static int current; - static char output[6][13]; + static int current = 0; + static char...
прюс еще вот с этим игра уже запускается, будучи собранной с -O2 (да и с -O3) $ svn diff -- trunk/renderer/r_vertexObjects.c Index: trunk/renderer/r_vertexObjects.c =================================================================== --- trunk/renderer/r_vertexObjects.c (revision 1518) +++ trunk/renderer/r_vertexObjects.c (working copy) @@ -184,8 +184,8 @@ float oneKb = 1024.0f; float oneMb = oneKb * oneKb; - static int current; - static char output[6][13]; + static int current = 0; + static char...
прюс еще вот с этим игра уже запускается, будучи собранной с -O2 $ svn diff -- trunk/renderer/r_vertexObjects.c Index: trunk/renderer/r_vertexObjects.c =================================================================== --- trunk/renderer/r_vertexObjects.c (revision 1518) +++ trunk/renderer/r_vertexObjects.c (working copy) @@ -184,8 +184,8 @@ float oneKb = 1024.0f; float oneMb = oneKb * oneKb; - static int current; - static char output[6][13]; + static int current = 0; + static char output[8][13];...
*check for gcc14 crush
Я понял. А с указателями да, пока что беда + я переносил код на гцц14 и переделал выделение памяти с ориентировкой на х64. На венде то все окей работает...
инлайны убрал, только чтоб с -O0 собралось падение в том месте, что в стартовом посте указано лечится вот этой строкой poly->neighbours = (glpoly_t *)Mod_Hunk_Alloc(numVerts * sizeof(void )); видимо, в коде много мест, где 32-х битные указатели на 64 нужно менять
таакккк очень интересно.....
trunk $ svn diff Index: client/cg_screen.c =================================================================== --- client/cg_screen.c (revision 1518) +++ client/cg_screen.c (working copy) @@ -324,7 +324,7 @@ < CMD_BACKUP - 1) return; - Draw_ScaledPic(scr_vrect.x, scr_vrect.y, ui_fontScale->value, ui_fontScale->value, 0, i_net, "null"); + Draw_ScaledPic(scr_vrect.x, scr_vrect.y, ui_fontScale->value, ui_fontScale->value, 0, i_net, NULL); } /* @@ -564,10 +564,10 @@ ** all other models are sorted by...
screen on crache moment
$ md5sum *.pak 1ec55a724dc3109fd50dde71ab581d70 pak0.pak 42663ea709b7cd3eb9b634b36cfecb1a pak1.pak c8217cc5557b672a87fc210c2347d98d pak2.pak f5cdf71cecae9ffcd3c380a9a00a61bb q2xp0.pak 8be464743c5873cba5febf3733881abf q2xpMaps.pak 1f82807fbe63046e2be92a3134407625 q2xpMusic.pak 5e6c3fd1f29003fbb4ff42f25af13309 q2xpTextures0.pak
Yes, at the moment the code crashes under Linux, I will fix it soon.
Crache on first run
*some fixes
*gcc14 fixes
*fix linux errors
*fix font alpha in hdr display mode
*update stb image
*add support for hdr displays (nvidia only)
*add aces 1000nit tonmapper for hdr monitors
*fix edid size
*change qboolean to bool
*update nvapi, detect vram type / manufactory
*smooth exposure change
*smooth camera exposure change
*disable gamma correction for hdr output
*fix textures names
*add rbo-fbo list print command
*add fbo manager
*add physically based camera
*add physically based camera
*opt kernel size
*precompute hunk memory for bsp and alias models
*add gauss compute shaders
*draw bloom with compute shaders
*doom3 style swing lamps support
*removed md2 tbn compression
*fixed - anisotropy level in video menu
*dynamic size of hrtfs presets in menu
*add hrtf presets list to menu (win32)
*update libvorbis
*reduce md2 shadow buffer size
*fix linux compilation
*print menu slider values
*opt indices size
*opt gamma for glas-water textures
*fixed bsp shadow with null vao
*cleanup
*gl core profile mode complite
*cleanup fonts drawing
*dynamic vbo draw for 2d
*curl update to 8.40
*remove zip paks
*fix 3d hud for xatrix
*add luminance alpha for fxaa
*dds cube map light filters
*remove sky fog
*remove sky fog
___
*faxaa tune for better quality
*remove old rendering folder
*opt console text rendering
*fix sky fog
*draw decals and particles with stream vbo