Commit Graph
102 Commits
Author SHA1 Message Date
Glenn Maynard a593763aac fix crash with empty vertex objects 2004-04-26 05:26:20 +00:00
Chris Danford 7de8269a67 pack all geometry for a Model into one set of vertex buffers 2004-04-16 05:09:02 +00:00
Chris Danford 3dc41e5d94 move rendundant renderer code to be shared by all 2004-04-15 05:24:28 +00:00
Glenn Maynard 8c8e449922 add DrawQuadStrip 2004-04-13 07:28:25 +00:00
Chris Danford 3597e45bbc add hardware vertex buffers for OpenGL renderer 2004-04-12 03:07:44 +00:00
Chris Danford ef998e5e84 move vertex buffers into a separate object in perparation for HW vertex buffers 2004-04-08 08:35:38 +00:00
Glenn Maynard d9f0e5819b save lower quality jpeg to memcards 2004-03-23 22:35:30 +00:00
Chris Danford 871a1a9c63 add JPEG screenshots 2004-02-12 06:49:13 +00:00
Chris Danford 3ca8601390 add front face culling 2004-02-04 11:05:33 +00:00
Chris Danford 9502f1c262 draw models with 2 textures with multitexture instead of 2 passes. D3D multitexture not tested yet 2004-02-04 09:55:18 +00:00
Chris Danford b3ff1ef883 re-add mipmapping, support it in OpenGL (D3D unimplemented) 2004-01-23 06:20:28 +00:00
Chris Danford 034fcb6bad clean up parameter types 2004-01-06 21:25:46 +00:00
Chris Danford 882406afe8 add spherical environment mapping 2004-01-06 19:54:13 +00:00
Chris Danford 4ca799bc96 rename "AntiAliasing" to "SmoothLines" 2003-12-20 21:29:55 +00:00
Glenn Maynard cac44ec303 don't use GL_UNSIGNED_SHORT_1_5_5_5_REV for movie textures
if it'll require an additional conversion
2003-11-29 17:56:09 +00:00
Glenn Maynard e21f149d3b separate Z-write and Z-test flags 2003-11-18 20:33:18 +00:00
Chris Danford c76e819d1d finish image centering code
add input test screen
2003-10-11 07:47:34 +00:00
Chris Danford 70446551a9 add half-finished screen centering code (necessary for arcade and Xbox) 2003-10-11 01:51:36 +00:00
Glenn Maynard d902715269 add Supports4BitPalettes 2003-10-09 03:06:10 +00:00
Glenn Maynard f611e2461e namespace cleanup 2003-10-03 21:38:38 +00:00
Steve Checkoway efc65a20d8 Add virtual dtor to RageDisplay. 2003-09-22 23:37:33 +00:00
Chris Danford babe533a9e fix D3D lighting 2003-09-21 18:54:54 +00:00
Chris Danford eebb417840 clean up perspective
fix mini
fix frustum matrix in D3D
2003-09-21 18:07:29 +00:00
Chris Danford c8f7c02036 Split ModelView matrix stack into View and World stacks.
Add "hallway" and "distant" mods.
2003-09-21 02:36:28 +00:00
Glenn Maynard 98c7c09cc7 Work on improving error messages when video init fails 2003-08-27 23:36:09 +00:00
Glenn Maynard 1913fddee0 Change progressive -> interlaced. Not Xbox-only. (Avoid making
RageDisplay interfaces arch-specific.)
2003-08-12 19:08:07 +00:00
Manu Evans 135103a4e9 PAL and Progressive Scan support for XBox .. 2003-08-03 06:41:52 +00:00
Glenn Maynard 3d34e3a8e8 Don't take a reference to a pointer in CreateTexture.
It might be useful to save some conversions--that is, if a conversion to
a native format is needed, it'll be available to the caller--but it's confusing
and it's never helpful in practice.  It was causing some banner-related
crashes, so let's just remove it.
2003-07-15 23:55:56 +00:00
Chris Danford 332c2b318c break battle into two PlayModes: CPU_BATTLE, HUMAN_BATTLE 2003-07-08 19:56:56 +00:00
Chris Danford c67d78d948 let Actor subclasses have first crack at parsing commands
allow Models and BitmapTexts in BGAnimationLayer (detected through file extension)
add RageModelVertex, which doesn't have a color property
add "stretch" file name hint for textures
2003-07-07 01:29:18 +00:00
Glenn Maynard 108a3cceee add FMT_A1BGR5 2003-06-30 03:13:53 +00:00
Glenn Maynard 7951b5f3e7 Add helpers: RageDisplay::CreateSurfaceFromPixfmt, RageDisplay::FindPixelFormat.
UpdateTexture can now take any image format; it doesn't have to match the
original format, or even be a standard pixel format.  This is because we
can often do the conversion much more efficiently within UpdateTexture
than we can in the caller.  With D3D, we can convert any source format
as we copy, preventing an extra blit. OpenGL can do it on the fly if
it happens to be a known texture format.

We can figure out the pixel format from the image itself, so there's
no need to pass pixfmt to UpdateTexture.

Add BGR8, for movies with OpenGL.
2003-06-29 08:13:18 +00:00
Glenn Maynard 2d97a1daa0 add GetTextureDiagnostics (not used yet) 2003-06-22 01:20:58 +00:00
Chris Danford bf77ee902f fix DrawIndexedTriangles bug that caused uninited verticies to be drawn 2003-06-07 11:54:44 +00:00
Chris Danford 428d560a6b Clean up resolution fallback logic
Add video settings for G400
Working on composited text
2003-06-05 19:29:27 +00:00
Glenn Maynard 3e1707e641 Consolidate poly line code, so it can be used with both renderers. Use it
with D3D instead of hardware lines.
2003-05-27 00:20:54 +00:00
Glenn Maynard 2ddc78909a Combine binaries, so we can choose the renderer. No actual selection
yet; change CreateDisplay if you want to do that for the next few hours.
2003-05-26 19:42:04 +00:00
Glenn Maynard 56b79a197d Make pixel format querying a member (massaging for merge).
Remove a function from the header.
2003-05-26 03:12:12 +00:00
Chris Danford 6b63ef50f9 support theme-specific program icon and window title (useful for non-SM products) 2003-05-25 20:19:01 +00:00
Chris Danford a75cd6e7b1 Fix D3D z-buffer problem by having separate GetOrthoMatrix functions for OGL and D3D.
I don't understand why the two APIs create an ortho matrix so differently, but I'm tried of messing with it for now.
2003-05-25 00:43:44 +00:00
Chris Danford 7f3b7b9162 reacquire D3D device when lost in full screen (user alt+tabs out) 2003-05-24 05:44:31 +00:00
Chris Danford 7724624323 Make RageBitmapTexture:m_ID private (so it can't be modified) 2003-05-22 06:32:23 +00:00
Chris Danford 02016ae442 Reorganize RageDisplay
Add Direct3D renderer (separate project configuration)
Add Xbox project config (doesn't yet compile)
2003-05-22 05:28:37 +00:00
Chris Danford 54bedc3eba clean up RageDisplay methods, add ability to mask song banner
The masking uses the Z-buffer under the assumption that some cards don't have a stencil.  Should we be using the stencil instead?  It doesn't really matter because we never need both the Z buffer and stencil buffer simultaneously.
2003-05-15 06:09:19 +00:00
Chris Danford 35dd3886dd add dancing character support, option to enable 2003-05-05 04:43:11 +00:00
Glenn Maynard df0a74e1b5 add glow modes 2003-05-04 22:35:42 +00:00
Chris Danford 4cbdfbf128 optimizing Model drawing 2003-05-04 07:22:20 +00:00
Chris Danford 8e96af518a working on model lighthing/texture mapping 2003-04-27 05:14:27 +00:00
Chris Danford b72804294a working on Mesh support
- loads only Milkshape ASCII
- doesn't yet load textures or render with materials
2003-04-25 21:05:40 +00:00
Chris Danford 1be7055f59 working on perspective stuff for tilted menu items 2003-04-23 02:23:51 +00:00