VReaperV

Results 80 issues of VReaperV

This should either be removed as unused (`Tess_ComputeTexMatrices` calculates matrices for all 5 bundles), or parsing should be added for other bundles.

A-Renderer
T-Cleanup

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...

A-Renderer
T-NUKE-Request

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...

A-Renderer
T-Feature-Request

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...

T-Improvement
A-Renderer
T-Cleanup
T-Feature-Request

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...

A-Renderer
T-Feature-Request

Based on #1515 because I don't want to bother with merge conflicts. Also NUKED unused r_noLightVisCull.

A-Renderer
T-Cleanup

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...

T-Improvement
A-Renderer
T-Cleanup
T-Performance

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....

A-Renderer
T-Feature-Request

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...

T-Improvement
A-Renderer
A-Client
A-Server
A-CM

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...

T-Improvement
A-Client
T-Performance