[quake3-commits] [ioquake/ioq3] 09a23e: OpenGL2: Fix checking r_shadowCascadeZFar pointer ...

Zack Middleton zack at cloemail.com
Fri Jun 30 15:15:03 EDT 2017


  Branch: refs/heads/master
  Home:   https://github.com/ioquake/ioq3
  Commit: 09a23e04177202d197348104e1991f0bd622045a
      https://github.com/ioquake/ioq3/commit/09a23e04177202d197348104e1991f0bd622045a
  Author: Zack Middleton <zack at cloemail.com>
  Date:   2017-06-29 (Thu, 29 Jun 2017)

  Changed paths:
    M code/renderergl2/tr_scene.c

  Log Message:
  -----------
  OpenGL2: Fix checking r_shadowCascadeZFar pointer instead of value


  Commit: 102c79eb4985464d4e5967cdb760816e120fe089
      https://github.com/ioquake/ioq3/commit/102c79eb4985464d4e5967cdb760816e120fe089
  Author: Zack Middleton <zack at cloemail.com>
  Date:   2017-06-30 (Fri, 30 Jun 2017)

  Changed paths:
    M code/renderergl2/tr_mesh.c
    M code/renderergl2/tr_shadows.c

  Log Message:
  -----------
  OpenGL2: Fix black planar projection shadows (cg_shadows 3)

Restore MD3 code for cg_shadows 2 and 3 like other model formats.
Fix planar projection shadow deform (cg_shadows 3) to use correct
light direction. I fixed light direction for stencil shadows
(cg_shadows 2) but it's still broken.


  Commit: e77153766a2beff3b4fd4b115e52e0a617abb9c0
      https://github.com/ioquake/ioq3/commit/e77153766a2beff3b4fd4b115e52e0a617abb9c0
  Author: Zack Middleton <zack at cloemail.com>
  Date:   2017-06-30 (Fri, 30 Jun 2017)

  Changed paths:
    M code/renderergl2/tr_model_iqm.c

  Log Message:
  -----------
  OpenGL2: Draw sun shadows for first person IQM player models

This makes IQM have the same behavior as MD3 and MDR.


Compare: https://github.com/ioquake/ioq3/compare/4b5067cce289...e77153766a2b


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