[quake3-commits] [ioquake/ioq3] 30fdd8: Fix floating point precision loss in renderer [par...
Zack Middleton
zack at cloemail.com
Thu Aug 3 01:35:28 EDT 2017
Branch: refs/heads/master
Home: https://github.com/ioquake/ioq3
Commit: 30fdd88c9fecd152080044360fc33bbc65500b5d
https://github.com/ioquake/ioq3/commit/30fdd88c9fecd152080044360fc33bbc65500b5d
Author: Zack Middleton <zack at cloemail.com>
Date: 2017-08-02 (Wed, 02 Aug 2017)
Changed paths:
M code/renderergl1/tr_backend.c
M code/renderergl1/tr_local.h
M code/renderergl1/tr_shade.c
M code/renderergl1/tr_shade_calc.c
M code/renderergl2/tr_backend.c
M code/renderergl2/tr_local.h
M code/renderergl2/tr_shade.c
M code/renderergl2/tr_shade_calc.c
Log Message:
-----------
Fix floating point precision loss in renderer [part 1]
Patch for https://bugzilla.icculus.org/show_bug.cgi?id=5931 by
Eugene C. from 2013 plus recent fix for tcMod rotate.
I merged the changes into the OpenGL2 renderer though the fix for
tcMod turb doesn't translate.
Commit: 59b1262b82a2d2fa80f7f5ffce098cb4d3459a14
https://github.com/ioquake/ioq3/commit/59b1262b82a2d2fa80f7f5ffce098cb4d3459a14
Author: Zack Middleton <zack at cloemail.com>
Date: 2017-08-03 (Thu, 03 Aug 2017)
Changed paths:
M code/renderercommon/tr_common.h
M code/renderercommon/tr_noise.c
M code/renderergl1/tr_backend.c
M code/renderergl1/tr_local.h
M code/renderergl1/tr_scene.c
M code/renderergl1/tr_shade.c
M code/renderergl1/tr_shade_calc.c
M code/renderergl2/tr_backend.c
M code/renderergl2/tr_local.h
M code/renderergl2/tr_scene.c
M code/renderergl2/tr_shade.c
M code/renderergl2/tr_shade_calc.c
Log Message:
-----------
Fix floating point precision loss in renderer [part 2]
Fix floatTime using float precision instead of double using GCC.
Fix R_BindAnimatedImage to be in sync with function table.
Fix vertexDeform bulge, vertexDeform normals, noise wave function
at high level time.
Revert unnecessary float -> double conversions.
Compare: https://github.com/ioquake/ioq3/compare/9c4c363cccf0...59b1262b82a2
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