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Implement Vulkan renderer#116

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JKSunny wants to merge 167 commits intoeternalcodes:masterfrom
JKSunny:master
Open

Implement Vulkan renderer#116
JKSunny wants to merge 167 commits intoeternalcodes:masterfrom
JKSunny:master

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@JKSunny JKSunny commented Jul 26, 2022

Vulkan renderer for Jedi Academy, changes outside of rd-vulkan are minimal.

NOTE - updated libs and x64 support has been added : 11-07-2024

JKSunny and others added 30 commits May 25, 2021 17:34
Reverted  image loader to vanilla, to maintain compatability.
And pointer asterisk repositioning
Pointer asterisk repositioning and spacing for readability
Make use of vanilla glConfig.maxActiveTextures instead. To preserve compatibility
Forgot to include in previous linux compiler fix commit
- Fixed cg_shadows 2
- Show correct device info using /gfxinfo
- Added /vkinfo which shows Vulkan stats
- Slightly reworked vulkan SDL
- Some code refactoring
And commented out OpenGL from CmakeList
And re-implement r_textureMode with some refactoring.
And set clear-color to vanilla clear-color used on t2_trip
r_drawfog 2 broke and sun was showing artifacts like color & wrong alpha settings because of newly introducted RF_ flags to fix entity wall clipping.

Also USE_BUFFER_CLEAR did not clear to the correct color having MSAA enabled.
…certain surfaces

Also, prevent crash when splash-screen texture is missing.
JKSunny and others added 30 commits June 25, 2025 16:27
- Added `r_vbo_models` cvar to control GPU caching for Ghoul2 (player) and MD3 models
- Added `r_drawfog 2` mode for vanilla-style hardware fog
And revert #define	MAX_GRID_SIZE to 65 (64+1)
…a R_CullModel

Bounds were uninitialized when used for dynamic light culling.
Now, R_CullModel populates the bounds array.
…der.

Not a great solution still, but maybe best of both worlds.
This binary is auto-generated during shader compilation
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2 participants