Comments by: @nwtour, @Langbart, @bb
Based on patch by: @echotangoecho
Tested on Windows 7 & 10, Ubuntu and macos.
Differential Revision: https://code.wildfiregames.com/D721
This was SVN commit r26093.
This makes incremental recompilation faster when changing static
interned strings.
Differential Revision: https://code.wildfiregames.com/D3975
This was SVN commit r25457.
Usage of GL_VERTEX_ARRAY client state apparently prevented OpenGL from
using hardware acceleration on my computer (Macos 10.14 with an Intel
GPU).
It is unclear how many people would be affected by this issue, but on my
end it makes GLSL performance competitive with ARB again.
Reviewed By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3900
This was SVN commit r25343.
We were using ARB shaders in GLSL mode for overlay lines (unit
selection, ranges and so on).
Tested By: Freagarach, OptimusShepard, Stan
Differential Revision: https://code.wildfiregames.com/D2621
This was SVN commit r23765.
Replace boost::hash_combine with a lib/hash.h hash_combine performing
the same statement.
Replace inconspicuous global boost hash_value specializations with
std::hash specializations.
No performance difference was observed in three simple MeshManager
measurements.
Remove unused TAG_MASK and h_tag in h_mgr.cpp following 0748c5a75e.
Replace typedef with using keyword and sort header includes.
Differential Revision: https://code.wildfiregames.com/D2441
Tested on: clang 9.0.0, gcc 9.2.0, Jenkins/vs2015, Jenkins/gcc6
This was SVN commit r23191.
This moves the renderer options into their own class to:@
- allow one to only include the rendering options, not the whole
renderer header, when one wants access to rendering options.
- centralise rendering changes and their side-effects.
- clean up code.
Tested by: historic_bruno, Freagarach
Commented by: historic_bruno
Differential Revision: https://code.wildfiregames.com/D1929
This was SVN commit r22610.
Without this, some code will enable (and set other parameters for)
whatever random texture unit the previous stage had selected. This can
break any fixed-function rendering, since either it will not have
enabled the correct texture unit, or its correct setup will be
interfered with by another texture unit that shouldn't be enabled. (This
doesn't affect ARB/GLSL shader rendering, since they don't care about
the enabled state, but the GUI (and some debug things) are still FFP in
the default ARB mode.)
Fixes#2833 (in which the fancy water shader selected texture units 5/6,
which then got enabled, and remained enabled forever).
This was SVN commit r16372.
Some drivers (at least the Intel drivers on Windows) are slow at
incrementally updating a VBO with hundreds of calls to glBufferSubData
every frame. Performance is significantly better if you use
glBufferData(NULL) to tell it to discard all the previous contents, and
then re-upload all the data at once.
Update CVertexBuffer so that GL_DYNAMIC_DRAW/GL_STREAM_DRAW buffers are
handled with the new mechanism. This requires the caller to hold onto
the backing store so it can be re-uploaded when necessary, and needs a
bit more signalling to indicate exactly what needs uploading.
I see an improvement from roughly 60 to 75 fps on Intel HD Graphics
3000, Windows, 1024x768, Siwa Oasis.
This was SVN commit r16241.
BoundingSphere is similar to a bounding box, but more spherical.
SOverlaySphere is useful for visualising BoundingSphere (it's quite
inefficient and should only be used for debug functionality).
Normalise the camera frustum clipping planes, so that IsSphereVisible
gives the correct result.
This was SVN commit r15261.
Switch all the constant strings in graphics code to use the new
variables.
This avoids the cost of instantiating CStrInterns at runtime every
frame.
This was SVN commit r13906.
Backport os_getversion from premake4.4-beta4 and extend it to support
POSIX-compilant systems.
Add some missing newlines at the end of file as these cause warnings on
OpenBSD.
Update the config paths.
This was SVN commit r11970.