Paul B, on 21 August 2013 - 06:03 AM, said:
You have a hardware or driver problem, period.
Paul B, on 21 August 2013 - 06:03 AM, said:
TerminX, on 21 August 2013 - 08:38 AM, said:
This post has been edited by Paul B: 21 August 2013 - 06:42 PM
This post has been edited by Paul B: 22 August 2013 - 06:25 AM
Hendricks266, on 22 August 2013 - 07:21 AM, said:
The Commander, on 22 August 2013 - 01:46 PM, said:
This post has been edited by Paul B: 23 August 2013 - 10:58 PM
This post has been edited by Mark.: 25 August 2013 - 05:36 AM
Hendricks266, on 27 August 2013 - 07:44 AM, said:
Hendricks266, on 27 August 2013 - 07:44 AM, said:
Deeper Micky, on 27 August 2013 - 01:58 PM, said:
The Commander, on 27 August 2013 - 04:14 PM, said:
------------------------------------------------------------------------ r3963 | helixhorned | 2013-07-18 11:08:16 -0700 (Thu, 18 Jul 2013) | 4 lines Makefile.common: disable -Wstrict-overflow. It didn't turn out that useful and was giving a warning with one of the preceding changes. ------------------------------------------------------------------------ r3962 | helixhorned | 2013-07-18 11:08:15 -0700 (Thu, 18 Jul 2013) | 5 lines Polymer/ART mapping: fix formula for globalvisibility. Also, very slightly tweak a factor toward a "brighter" (farther visible) scene overall to account for the "circular" nature of the fragment distance (as opposed to an "ortho" distance in Build). ------------------------------------------------------------------------ r3961 | helixhorned | 2013-07-18 11:08:13 -0700 (Thu, 18 Jul 2013) | 5 lines Retire global 'lastvisinc'. It was only ever used as upper bound to the time that a visibility change decays, but since it does that in an exponential fashion, there's really no point. ------------------------------------------------------------------------ r3960 | helixhorned | 2013-07-18 11:08:11 -0700 (Thu, 18 Jul 2013) | 7 lines Make vis decay with time independent of FPS, treat p->visibility<0 like 0. Now, if p->visibility differs from the constant visibility, the former converges toward the latter by three-quartering the difference each second totalclock increment (1/60th second). Negative player visibilities are not handled consistently throughout the different renderers, so make it look the same as 0 (can view to infinity). ------------------------------------------------------------------------ r3959 | helixhorned | 2013-07-18 11:08:10 -0700 (Thu, 18 Jul 2013) | 3 lines Polymodes: properly calc start/end fog dist for r_usenewshading=2, vis=0, shade>0 So there's no "jump" from vis!=0 to vis=0 making the texture appear brighter. ------------------------------------------------------------------------
This post has been edited by DanM: 03 September 2013 - 08:49 PM
DanM, on 02 September 2013 - 10:35 PM, said:
This post has been edited by DanM: 03 September 2013 - 10:53 PM
Plagman, on 03 September 2013 - 09:50 PM, said:
DanM, on 03 September 2013 - 10:45 PM, said:
DanM, on 03 September 2013 - 10:45 PM, said:
Quote
Plagman, on 03 September 2013 - 09:49 PM, said:
r3729 said:
r3737 said:
r3738 said:
pk:~/dl/esrc_git/eduke32$ git log | grep r_pr_artmapping pk:~/dl/esrc_git/eduke32$