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VReaperV and others added 30 commits May 21, 2025 00:32
20.04 is no longer supported by azure.
This is half of a feature from Wolf:ET, but we don't have the sgame/cgame counterpart, and none of the maps made for Unvanquished/Tremulous appear to use it.
Impoves VS lane usage.

The triangles are assigned to a grid with cell size dependent on map bounds. This allows fast merging without running out of memory.
Use a larger grid size for surfaces outside of the normal 64k range (background, skybrushes), to keep useable sizes for normal surfaces for culling.
refLightType_t and refLight_t are not used in IPC so they should not be
in tr_types.h.
Some forward lighting junk.
The shadow code no longer produced any effect for a player shadow with
2 <= cg_shadows <= 6, regardless of r_realtimeLightingRenderer. The code
was mostly designed for forward lighting anyway, which is being removed.
It still kinda worked but we don't want to maintain it.
Fixes #747.
There was a stray pkgconfig in the list of required packages for one of
the Windows platforms. pkgconfig only makes sense as a host-mode
dependency. Also it crashes the compiler.
The build script for mingw sdl2 uses prebuilt binaries, but calls a
makefile which only substitutes some hard-coded paths into some build
config helpers and copies the files. Just copy the files ourselves and
don't munge the configs: the unmunged cmake uses a relative path
which is actually what we want. In newer SDL versions the makefile munges the
cmake configs (in addition to the shell-based one) which breaks us.
In the cmake config files in lib/cmake, substitute .dll.a -> .lib
when targeting MSVC.
We don't want the DLLs we build to depend on the MinGW standard library
DLLs.
Building glew for windows-i686-mingw resulted in a link error about
undefined strlen. This happend because setting CFLAGS.EXTRA on the Make
command line clobbers some required flags. Pass the flags in a different
way so they append rather than clobbering.
Get rid of the requirement to not use binding point 0 for UBOs explicitly.
Less useless API calls, though for lightMapping shader on entities, which uses the core renderer at all times, this is till not the case.
VReaperV and others added 11 commits May 30, 2025 21:02
For RT_SPRITE entities the bounds are not valid and it would draw
something using garbage data from a previous entity. Skip anything that
is not RT_MODEL.
Sometimes I look directly at a door and its bbox is not shown. Looks
like ent->cull is only used for IQM/MD5/MD3 models.
It was pointless since it was only read immediately after being written.
Rename r_showEntityTransforms to r_showEntityBounds and add a new option
(2) for showing the culling bounding boxes as a solid translucent
surface, in addition to the old wireframe option. This makes it easier
to see when the model is poking out of the box.
Adds `GLStagingBuffer` and `GLBufferCopy()`. `GLStagingBuffer` allows setting buffer storage and map flags to 0 on the destination buffers, which pretty much guarantees that they will go into VRAM. The data is uploaded through mapping `stagingBuffer` and doing a copy of the data on the GPU.
@VReaperV VReaperV merged commit 0f2fd3b into master-vulkan Jun 15, 2025
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4 participants