VReaperV
VReaperV
This should either be removed as unused (`Tess_ComputeTexMatrices` calculates matrices for all 5 bundles), or parsing should be added for other bundles.
OpenGL 3.3 is already 15 years old, there's no point targeting hardware that's even older. It's not like anyone is playing on such hardware anyway, so it's just a burden...
Requires #1586 This further improves the shader building by using GL_ARB_separate_shader_objects when it is available. This extension allows linking different shader stages separately, thereby decreasing the total amount of linking...
Requires #1550 and #1558 Implements #29 This builds up on #1550 by adding automatic exposure based on scene brightness. When `r_tonemapAdaptiveExposure` is enabled, a compute shader gets the geometric mean...
Implements #532. Add `r_msaa`. When set to > 0, an MSAA FBO will be created with that many samples. This FBO will be used for rendering, other than when it...
Based on #1515 because I don't want to bother with merge conflicts. Also NUKED unused r_noLightVisCull.
Cgame-side pr: https://github.com/Unvanquished/Unvanquished/pull/3276. A proper solution to the issue of highly inefficient IPC with skeletal models. Skeleton will now be built and blended in the engine instead of cgame, and...
Adds some more cmake changes required for daemon-vulkan, slightly modified version of the Khronos Vulkan header generator, as well as a shader generator with support for `#insert/#include` and SPIR-V generation....
Engine: https://github.com/DaemonEngine/Daemon/blob/master/src/engine/renderer/tr_bsp.cpp Cm: https://github.com/DaemonEngine/Daemon/blob/master/src/common/cm/cm_load.cpp Navgen: https://github.com/Unvanquished/Unvanquished/blob/ec4922cd09c594061d6898e265d1c86cca8220dd/src/shared/navgen/nav.cpp#L211 It's plain bad design, prone to errors, resistant to changes to map loading, and increases the amount of i/o and processing done for no...
Complementary pr to: https://github.com/Unvanquished/Unvanquished/pull/3146. I've profiled building-heavy scenes, and the most time was spent waiting for IPC when building the skeleton. The building of the skeletons itself can be moved...