Implement Vulkan renderer#116
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Reverted image loader to vanilla, to maintain compatability.
Plus some refactoring
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.
Plus some slight cleanup
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.
- 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
…ax is never cleared. from (JACoders#1174, JACoders#1162)
…le will always evaluate to true
…le will always evaluate to true
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.
…ntity merging. Inspired by SomaZ@b2d9ad7 Also merge: SomaZ@41553eb
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Vulkan renderer for Jedi Academy, changes outside of rd-vulkan are minimal.