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Renderer

Related tags: Console Renderer, Font Renderer, Light Grid, Map Renderer, Model, Model Renderer, ModelBank, ModelDrawable, ModelRenderer, Models, Sky Renderer, SVG Renderer

Authorship: 64% skyjake, 34% danij, 2% Christopher Bruns

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July 2021
2021-07-30 DGL : Workaround for 3D model glitch
2021-07-30 GL : Flush pending draws before switching GL state
January 2021
2021-01-13 Fixed : Align plane textures with non-64x64 size
February 2020
2020-02-23 Fixed : Offset for masked middle texture
2020-02-23 Models : Per-model FOV for rendering psprite models
2020-02-17 Gloom : Setting up a test light/entity
2020-02-14 Debug | Gloom : Script function to set debug mode
2020-02-12 Gloom : Update plane movement animations
2020-02-11 Gloom : Brute force plane heights update
2020-02-10 Fixed : Gloom coordinates and triangle winding
2020-02-10 : Loading a Gloom map
2020-02-10 : Setting up the world renderers
January 2020
2020-01-16 : Better workaround for cubeshot
2020-01-16 : Workaround for cubeshot issue
2020-01-04 Added : Added stubs for world renderer classes
December 2019
2019-12-30 Fixed : AV MAP15 midbar lava trap
2019-12-28 Fixed : Adjust fixed weapon FOV for 4:3 view aspect
2019-12-21 : Avoid near-clipping player weapon models
2019-12-13 : Icarus MAP01 force fields not rendered
2019-12-13 : Working on masked middle textures
2019-12-12 : TNT MAP09 transparent window
2019-12-12 Fixed : TNT MAP02 transparent window grill
2019-12-10 Fixed : "texreset" breaks decoration halos
2019-12-10 Fixed : Light decorations are not visible
November 2019
2019-11-25 Fixed : Lower texture alignment in E3M6
October 2019
2019-10-27 Fixed : Skybox malfunction
May 2019
2019-05-01 Fixed : Fixed FOV (95°) for player weapon models
February 2019
2019-02-10 Fixed : Black segments visible in the sky
January 2019
2019-01-27 Fixed : Missing blending modes in DGL shader
November 2018
2018-11-19 Fixed : Demons and Spectres get mixed up
2018-11-18 Fixed : Improved field of view
2018-11-18 Fixed | VR : Fixed row-interleaved stereo rendering
2018-11-05 Fixed : Weapon psprites always filtered
October 2018
2018-10-27 Resources : Improved 3D model error checking
2018-10-23 Fixed | World : Movement smoothing of blocked objects
2018-10-14 Added | Heretic : Added “rend-ring-effect” cvar
2018-10-02 Fixed : Merge typo in DGL shader
August 2017
2017-08-26 Added | Model Renderer : Added "uViewMatrix" and "uWorldMatrix"
April 2017
2017-04-27 DGL : Use appropriate usage hint on vertex data
2017-04-24 Cleanup : Cleanup
2017-04-24 DGL : Configure fog via DGL
2017-04-24 GL : Multitexturing is always available; removed obsolete options
2017-04-24 Fixed | GL : Fixed DGL active textures; apply modulation in dgl.draw shader
2017-04-23 Client : Updated existing GLSL shaders to version 3.3
March 2017
2017-03-14 Fixed : Torch light is broken
2017-03-07 Client : “cubeshot” chooses a unique output file name
2017-03-07 Client : Rendering a cubemap screenshot (“cubeshot” command)
February 2017
2017-02-07 Refactor : Safer use of a dynamic array
2017-02-06 Cleanup | World : Removed obsolete source files
2017-02-06 Cleanup | World : Disable the bias light grid, bias light sources, and “bledit”
January 2017
2017-01-28 Cleanup : Removed obsolete VR shader
2017-01-21 Fixed : Crash when shutting down with 3D models loaded
December 2016
2016-12-21 Client : Deserialize internal state when loading a save
November 2016
2016-11-13 UI : “-pwadtex”, “-nohightex”, “-nohighpat” in Renderer Settings
2016-11-01 Performance : Avoid repeated memory allocs during geometry writing
October 2016
2016-10-31 Refactor : Cleaned up primitive writing in DrawList
2016-10-30 Performance : Improved sprite rendering performance
2016-10-30 Debug | Fixed : Errors in debug build
2016-10-30 Performance | World : Improved a frequent map data lookup
2016-10-30 Perforamnce : Avoid redundant memory allocs when drawing wall shadows
2016-10-30 Performance : Avoid redundant texture lookups in MaterialAnimator
2016-10-30 Cleanup | Definitions | Refactor : Record access cleanup, minor optimizations
2016-10-30 Refactor : Removing unnecessary memory allocs
2016-10-30 Performance : Minor optimization
2016-10-29 Particles : Loading particle textures via assets
2016-10-07 Fixed | FX : Game 3D view multisampling and bloom rendering
2016-10-02 Cleanup | Refactor : Less complicated view rendering
2016-10-01 FX | Refactor : Draw camera lens effects
September 2016
2016-09-30 Refactor | UI : Post-processing shader applied during view composition
2016-09-28 Cleanup : Calculating a player's view rectangle
July 2016
2016-07-25 Cleanup | Client : Redundant static/inline symbols
June 2016
2016-06-27 Hexen : More accurate movement alignment for models
April 2016
2016-04-02 : Lumobjs and vector lights include a possible source mobj
2016-04-02 Fixed : Missing return value
February 2016
2016-02-17 Environment : Fall back to "texture.reflect.default"
2016-02-17 Environment : Fall back to "texture.reflect.default"
December 2015
2015-12-29 Client : Environment cube map textures
2015-12-28 Shaders : Incorporate reflection map to shaders
2015-12-28 : Walk bobbing for the new weapon models
2015-12-26 Added | Shaders : Added a GLSL include file for reflection cube maps
2015-12-23 Client | Refactor : Use GLState for blending parameters
2015-12-22 Client | GL | Refactor : Control GL alpha testing with de::GLState
2015-12-21 Client | Refactor : Use GLState to manage depth parameters
2015-12-21 Fixed | GL : Reset GL state to defaults after rendering a model
2015-12-18 Shaders : "model.skeletal.generic" supports uMapTime, custom UV macro
2015-12-18 : Load/unload shaders as packages are loaded/unloaded
November 2015
2015-11-29 Client | Fixed : Segfault during ambient occlusion drawing (Hexen map02)
2015-11-10 Fixed : Configuring all fog parameters from Map Info
2015-11-06 Cleanup | Client | Debug : Cleanup label generation for sound emitter debug visual
2015-11-06 Cleanup | Client | Debug | GL : Cleanup GL state management when drawing labels for debug visuals
2015-11-01 Added | Refactor : Added tangentspace.glsl; moved lighting functions
October 2015
2015-10-29 Refactor : Moved general purpose shader functions to GLSL files
2015-10-15 Added | Client : Added a native Doomsday Script module called "Render"
July 2015
2015-07-03 Cleanup | Client : Cleanup
2015-07-03 Client | Fixed : Build errors (missing changes in previous commit)
2015-07-03 Client | Fixed : Build error (missing change in previous commit)
2015-07-02 Client | Refactor : Moved FakeRadio neighbor scanning into Line::Side
June 2015
2015-06-30 Client | Refactor : Moved FakeRadio shadow line initialization into de::Map
2015-06-25 Added : Added vissprite type for GL2 HUD models
2015-06-24 Client | Refactor : Write FakeRadio wall shadow geometry directly to the backing store
2015-06-21 Client | Refactor : Write sky-mask flat geometry directly to the backing store
2015-06-14 Debug : Simplified drawing of FakeRadio shadow points
2015-06-14 Cleanup | Client : Cleanup
2015-06-14 Client | Refactor : Write FakeRadio flat shadow geometry directly to the backing store
2015-06-13 Client | Documentation | DrawList : Improved API doc for DrawList
2015-06-13 Cleanup | Client | DrawList : Cleanup
2015-06-10 Client | Refactor : Moved map geometry buffer writes out of DrawList
2015-06-01 Cleanup | Line | Plane | Refactor : Moved FakeRadio shadow caster checking into Line/Plane, cleanup
2015-06-01 Cleanup | Refactor | Vertex : Moved vertex shadow offset updates into Vertex, cleanup
May 2015
2015-05-29 Cleanup : Skip texture modulation prep for full-bright surfaces, cleanup
2015-05-29 Refactor : Reformatted map surface (shine) geometry generation
2015-05-26 Cleanup : Cleanup
2015-05-26 : Copy world geometry position coords
2015-05-26 Refactor : Organized vertex data for world surface geometries
2015-05-26 Refactor : Reformatted light/shadow geometry generation
2015-05-16 Defaults : Increased dynamic light brightness and size
2015-05-04 Client | Fixed : Sprite rotation selection (typo)
2015-05-03 Cleanup | Client : Cleanup
2015-05-02 Cleanup | Client : Cleanup
2015-05-02 Refactor : Restructured vector light generation Revised the high-level model for the generation of vector lights, making use of C++11 lambdas to improve SoC and better locality. RenderSystem now has ownership of the vector light lists.
2015-05-01 Cleanup | Client : Cleanup
2015-05-01 Client | Refactor : Use Map::forAllSectorsTouchingMobj() in R_ProjectSprite()
2015-05-01 Cleanup | Client : Cleanup
April 2015
2015-04-30 Refactor : Restructured texture => surface projection
2015-04-15 AngleClipper | Refactor : Further revised AngleClipper's clip/occlusion structs
2015-04-13 Refactor : Use an object-oriented model for AngleClipper
March 2015
2015-03-02 Fixed : Don't try to correct the FOV angle in a very wide window
2015-03-02 Fixed : Don't try to correct the FOV angle in a very wide window
December 2014
2014-12-20 Fixed : Z-buffering of sky models
2014-12-08 Fixed | FX : Post-processing causes splitscreen views to go blank
2014-12-03 Fixed : Apply "shadowRadius" when one is defined for a model
October 2014
2014-10-25 Client : "Pixel Doubling" replaces the "Pixel Density" setting
2014-10-19 Added | LensFX : Added a resizing filter (pixel density)
2014-10-06 Fixed | LensFlares : Failed (viewPlayer - ddPlayers == displayPlayer) assertion
2014-10-05 Fixed | SkyDrawable : SIGSEGV when SkyDrawable has no Sky configured
2014-10-03 : Log about missing particle textures with pretty NativePaths
September 2014
2014-09-14 SkyDrawable : Fix sky sphere layer fadeout
2014-09-13 Fixed | SkyDrawable : Attempt to animate undefined sky models
2014-09-09 Cleanup | SkyDrawable : Cleanup
2014-09-08 Refactor | SkyDrawable : SkyDrawable's layer and model data now private
2014-09-08 SkyDrawable : Reimplemented sky layer scrolling
2014-09-07 Cleanup | SkyDrawable : Cleanup
2014-09-07 Refactor | SkyDrawable : Moved sky model animation state to SkyDrawable::Animator
2014-09-07 SkyDrawable : Fix interpretation of sky layer fade out limit
2014-09-07 Refactor | SkyDrawable : Moved sky layer animation state to SkyDrawable::Animator
2014-09-07 Refactor | SkyDrawable : SkyDrawable stores LayerData (animation state)
2014-09-06 Cleanup | SkyDrawable : Cleanup
2014-09-05 Cleanup | Refactor | SkyDrawable : Internalized SkyDrawable draw state, cleanup
2014-09-01 Client | Refactor | SkyDrawable : Encapsulate SkyDrawable's hemisphere geometry in a class
2014-09-01 Cleanup | Client | SkyDrawable : Cleanup
August 2014
2014-08-30 Refactor | Sky : Sky layers and models use 0-based indices
2014-08-29 Refactor | Sky : Introduced an animator abstraction for the sky
2014-08-24 Oculus Rift : Prevent cheating by peeking through surfaces
2014-08-24 VR : Eye offset applied to the eye origin (for clipping etc.)
2014-08-23 VR : Apply actual head position when clipping etc.
2014-08-23 Client | Fixed : Out-of-bounds Vector3f access during sky model init
2014-08-23 Fixed : Objects not appearing until after first tick
2014-08-22 Client : Don't load the test model
2014-08-12 Refactor : Renamed obscure 'gzt' parameter
2014-08-10 Refactor : Prepare common MVP matrix for the frame
2014-08-10 Refactor : Use C++11 for iterating contacted lights list
2014-08-06 Client : Preparing mobjs with GL2 models for rendering
2014-08-06 Client | Refactor : Common parameters of vissprites
July 2014
2014-07-28 Client | Doom | Refactor : Updated DED, MapInfo/Sky access (now Records)
2014-07-17 Added | Client : Added ModelRenderer to oversee GL2 model rendering
2014-07-15 Client : Load shaders in package order
2014-07-08 Cleanup : Bloom shader definition
June 2014
2014-06-27 Client | Fixed : Benign compiler warning (value used before initialization)
May 2014
2014-05-06 Refactor : Use a subspacesVisible QBitArray
2014-05-05 Cleanup : Cleanup
2014-05-05 : ContactSpreader and VLight APIs use ConvexSubspace
2014-05-04 : Switched various APIs to work with ConvexSubspace
2014-05-04 : Current ConvexSubspace is now a draw state variable
2014-05-02 SectorCluster | Shard : Improving SoC between SectorCluster/Shard
2014-05-02 Cleanup | Shard : Cleanup
2014-05-01 Fixed | LensFlares : Handling error when lensflares.pack is missing
April 2014
2014-04-29 Shard : Defined SectorCluster/Shard relationship
2014-04-29 Shard : Made Shard internal data private, applied pimpl
2014-04-29 BiasIllum : Simplified BiasIllum (no need for copy/assignment)
2014-04-29 BiasTracker : Simplified BiasTracker (no need for copy/assignment)
2014-04-29 : Shard is now a public class (was SectorCluster-internal)
2014-04-29 BspLeaf | Line | SectorCluster : SectorCluster is responsible for BiasIllum management
2014-04-28 BspLeaf | SectorCluster : SectorCluster routes BiasDigests to surfaces
2014-04-28 Cleanup | Light Grid : Cleanup
2014-04-25 Light Grid | Refactor : Reimplemented LightGrid
2014-04-24 Light Grid : Smoothed sector lighting now works with SectorCluster granularity
2014-04-21 Fixed : Moving planes need decoration update on every frame
2014-04-21 Fixed | Models : df_brightshadow2 and transparency
2014-04-21 Fixed | Particles : Particle generators disappear unexpectedly
2014-04-15 BiasTracker | Fixed : Complier warnings (missing explicit init in copy-ctor)
2014-04-10 FX : Reduce halo brightness as bloom intensity grows
2014-04-10 Added | FX : Added a method to query if bloom is enabled
2014-04-04 Client | Fixed : Drawing of sky domes with multiple layers
March 2014
2014-03-30 Fixed | FX : Bloom leaking from UI layer
2014-03-30 FX : Improved bloom shader quality
2014-03-30 Cleanup | FX : Cleanup
2014-03-30 FX : Apply vignetting after bloom
2014-03-16 FX : Moved color filter later in the FX stack
2014-03-15 Added | FX : Added bloom to appearance profiles
2014-03-15 FX : Bloom tweaks
2014-03-15 Added | FX : Added a bloom post-processing effect
January 2014
2014-01-16 Cleanup | Fixed : Model particles not affected by dynamic lights, plus cleanup
2014-01-13 : Relocated generator visibility flags to viewports.cpp, use QBitArray
2014-01-13 Cleanup : Cleanup
2014-01-09 Cleanup | Light Grid : Cleanup
2014-01-07 Oculus Rift : Separately configurable Oculus Rift multisampling
2014-01-07 Oculus Rift : Separately configurable Oculus Rift multisampling
2014-01-03 Fixed | Refactor | Sky : Sky rendering issues/HOM in Hexen (refactoring oversight)
2014-01-03 Particles : Don’t warn needlessly about missing particle textures
2014-01-02 Added | Debug : Added assertion
2014-01-01 Client | Fixed : Crash with Vanilla profile in multiplayer
December 2013
2013-12-31 Sky : Reimplemented sky renderer with an OO design in C++
2013-12-20 Oculus Rift : Apply multisampling in unwarped frame buffer
2013-12-18 Doom : Use postfx for invulnerability effect
2013-12-17 : Clamp lightlevels applied uniformly to a chunk of map geometry
2013-12-16 : Use the left/right stereo swap mode in VR mode 13 (quad-buffered)
2013-12-14 Refactor | Viewport : Represent viewport and viewwindow geometry as de::Rectanglei
2013-12-14 Fixed | Refactor : Fatal error drawing a lit, shiny surface (refactoring oversight)
2013-12-11 Performance | Refactor : Retain constness in APIs; avoid redundant memory allocs
2013-12-10 : Call Viewports_Register() from RenderSystem
2013-12-10 Cleanup : Use de::Vector3<>::xzy(); cleanup
2013-12-09 Fixed : Non-functional "texreset raw"
2013-12-09 Cleanup : Cleanup
2013-12-08 Refactor : Represent viewer origin points and vectors with de::Vector<>
2013-12-08 Fixed | FX : Drawing the post-processed result frame
2013-12-08 : Re-enabled old flare/halo rendering code
2013-12-07 Fixed | Refactor : Use GLState for color mask, fixed drawing issues
2013-12-04 Fixed | FX | GL : Update GL viewports for post-processing shader
2013-12-03 Added | FX : Added API and todos for light source visibility marking
2013-12-03 FX : Disabled the test light
2013-12-03 Added | libgui | Refactor : Added GLTarget::AlternativeBuffer
2013-12-03 Models : Use an alternative depth buffer for 3D psprites
2013-12-03 FX | Refactor : Use GLFramebuffer for post-processing
2013-12-03 Cleanup | Client : Cleanup
2013-12-02 Cleanup : Cleanup
2013-12-02 Cleanup | Model : Cleanup
2013-12-02 FX : Apply active rectangle correctly when checking depth values
November 2013
2013-11-29 FX | libgui : Apply target’s active rectangle when accessing depth values
2013-11-29 FX : Check 5 depth points for partial occlusion of a light
2013-11-29 FX : Use depth buffer to occlude lens flares
2013-11-29 Fixed : BspLeaf::MissingClusterError drawing a particle model
2013-11-28 FX | libgui : Working on accessing the depth buffer from a shader
2013-11-28 FX : Revised “star” flare iamge
2013-11-27 FX : Revised the “burst” flare image, improved arrangement
2013-11-27 FX : Individual flare colors
2013-11-27 FX : Using the “testlight” command to adjust test light params
2013-11-26 Added | FX : Working on lens flare arrangement; added angle condition
2013-11-25 FX : Working on the arrangement of flares
2013-11-25 FX : Adding multiple flares, determining mirroring in shader
2013-11-24 FX : Use the KD-tree allocator for flare atlas
2013-11-23 Added | FX : Added a basic set of lens flare textures
2013-11-21 Cleanup : Cleanup
2013-11-21 Billboard | Cleanup : Cleanup
2013-11-21 Refactor : Moved billboard drawing parameter structs to billboard.h
2013-11-21 Cleanup : Cleanup
2013-11-21 Billboard | Cleanup : Cleanup
2013-11-21 Refactor : Relocated all code which doesn't belong in billboard.cpp/h
2013-11-18 FX | LensFlares : Drawing a white quad
2013-11-18 FX | LensFlares : Aspect correction in view space
2013-11-18 Added | FX : Added missing model-view transformation in fx::LensFlares
2013-11-17 FX : Working on basic lens flare shader rendering
2013-11-17 Added | FX : Added a convenience method for accessing GLShaderBank
2013-11-15 Added | FX : Added some API documentation
2013-11-15 Added : Added an interface for point light sources
2013-11-15 Console | FX : Animation duration is optional for “postfx”
2013-11-15 FX : Monochrome shaders for frame post-processing
2013-11-15 Added | Console | FX : Added cmd ‘postfx’ for setting the post-processing shader
2013-11-15 FX : Post-processing animations
2013-11-14 Refactor : Post-processing is now a console effect
2013-11-12 Added : Added console effect for lens flares
2013-11-12 Refactor : Object-oriented camera lens effects
2013-11-12 Added : Added stub for camera lens effects
2013-11-12 Refactor : Separated view border from player 3D view layer
2013-11-10 Refactor : Draw HUD layer as a separate pass
2013-11-03 Client | Oculus Rift | Stereo 3D : Modify TODO comment
2013-11-03 : Disabled old code for halo/flare rendering completely
2013-11-02 Client | Head Tracking : Improve Yaw late scheduling by comparing to uninterpolated target angle, and by minding circularity of angle differences.
October 2013
2013-10-27 Client | Stereo 3D : Remove global VR::mode variable, in favor of Con_GetInteger("rend-vr-mode") Adjust link libraries for Win32 Oculus Rift SDK Adjust comments in vr.h
2013-10-26 Client | Stereo 3D : Add build rule for linking Oculus Rift SDK
2013-10-26 Client | Stereo 3D : Updated stereo 3d related TODO comments.
2013-10-26 Client | Stereo 3D : Rename VR::MODE_MAX_3D_MODE to VR::MODE_MAX_3D_MODE_PLUS_ONE
September 2013
2013-09-21 : Fine-tuned lighting and halo default settings
2013-09-21 : Fine-tuned lighting and halo default settings
2013-09-19 Added | UI : Moved HUD mirroring option, added "Behavior" subtitle
2013-09-05 : Adjusted the automatic widescreen FOV adjustment
2013-09-04 : Automatically adjust FOV for view aspect ratio
August 2013
2013-08-07 Clang | Fixed : Build error (ambiguous cast)
2013-08-01 : Increased particle texture maximum from 32 to 300
July 2013
2013-07-09 Fixed | Resources : Illegal access of submodel particle offsets
2013-07-09 Fixed : Crash when drawing particles (jXCCP)
2013-07-06 Fixed | Refactor | Resources : Removing assumptions about submodel count
2013-07-03 Fixed | Resources : Out-of-bounds access related to submodel flags
May 2013
2013-05-02 : Never use fog when drawing 3D player sprites
April 2013
2013-04-09 Fixed : Sky fog
2013-04-09 Fixed : Sky fog
March 2013
2013-03-29 Fixed | Heretic : Torch timeout and rendering with no attenuation
July 2012
2012-07-09 : Adjusted default vignettte
2012-07-09 Added : Added a camera vignette effect
February 2012
2012-02-17 : Calculate percentage of late frames
2012-02-06 : Factor a sprite's alpha average and coverage on shadow strength
January 2012
2012-01-27 : Render lists module is now aware of "managed" textures
2012-01-21 : Tweaks; larger halos and dimmer dynlights