Glenn Maynard
5b5834acba
remove ResolvePath calls; this is done automatically and has been a noop
...
for a long time
2004-02-27 05:42:44 +00:00
Glenn Maynard
fb21201678
tolerate corrupt images
2004-02-20 05:11:12 +00:00
Chris Danford
508bc0f6d4
add "nomipmaps" hint
2004-02-03 07:41:10 +00:00
Chris Danford
b3ff1ef883
re-add mipmapping, support it in OpenGL (D3D unimplemented)
2004-01-23 06:20:28 +00:00
Glenn Maynard
ac58bafad5
use SDL_LoadImage
2003-12-04 20:43:22 +00:00
Chris Danford
c123681854
move IsWindowed check inside of ArchHooks_Win32
2003-11-15 06:08:13 +00:00
Glenn Maynard
4ce32a840a
add alphamap hint
2003-10-08 23:21:14 +00:00
Glenn Maynard
93653882ef
Use AdditionalTextureHints. Add "grayscale" hint.
2003-10-08 02:52:51 +00:00
Glenn Maynard
5dc94af3da
use iGrayscaleBits
2003-10-08 02:23:53 +00:00
Glenn Maynard
fba49abc0d
Define the "unused" bit in SDL surfaces.
2003-10-08 01:21:36 +00:00
Glenn Maynard
f611e2461e
namespace cleanup
2003-10-03 21:38:38 +00:00
Glenn Maynard
fd05dfeffc
Replace 4alphaonly and 8alphaonly with the simpler and more generally
...
useful 32bpp and 16bpp hints. (alphaonly was broken and had the effect
of 32bpp anyway). These force a texture to 32bpp and 16bpp, overriding
the user's preference.
Use 32bpp for images that really do need 32bpp (where "dither" isn't
good enough). Use 16bpp for images that really don't need 32bpp,
to save memory.
2003-09-03 08:41:12 +00:00
Glenn Maynard
60d6625e33
Resolve paths before loading images
2003-08-28 19:15:58 +00:00
Chris Danford
278cb4c3f1
runs on Xbox
2003-07-22 07:47:27 +00:00
Glenn Maynard
a44b6d0a86
remove unneeded header
2003-07-12 20:42:08 +00:00
Chris Danford
8158ca8770
compiles on Xbox (still a CRT linking error though)
2003-07-11 03:15:28 +00:00
Glenn Maynard
d4815d6d74
Disable the dimensions warning for all song graphics (even ones not in
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songs).
2003-07-09 20:27:02 +00:00
Glenn Maynard
736592ca17
allow disabling the frame dimensions warning
2003-07-07 03:55:54 +00:00
Chris Danford
c67d78d948
let Actor subclasses have first crack at parsing commands
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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
Chris Danford
2636a34acb
no message
2003-07-05 05:34:16 +00:00
Chris Danford
bc06f43a83
don't show frame dimensions warning if image is tiny (intentially blanked)
2003-07-04 23:17:42 +00:00
Chris Danford
f84f8f27b0
MessageBox with warning if frame size of a loaded image isn't an even number
2003-07-04 22:47:20 +00:00
Glenn Maynard
35524bd79d
avoid <8x8 bitmap textures
2003-06-22 01:02:22 +00:00
Chris Danford
b2f5393026
finalize dancing character directory structure
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better camera movements
animated face textures
2003-06-09 19:22:04 +00:00
Chris Danford
429d311c2a
Remove composited text. The large amount of memory it uses is a bigger penalty than drawing a quad for each glyph.
2003-06-05 22:18:42 +00:00
Chris Danford
428d560a6b
Clean up resolution fallback logic
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Add video settings for G400
Working on composited text
2003-06-05 19:29:27 +00:00
Glenn Maynard
c1be06d5dd
use mySDL_MapRGBExact
2003-06-04 20:16:16 +00:00
Chris Danford
9ab0d6ebee
fix bugs that show up on Voodoo3
2003-05-28 00:50:10 +00:00
Glenn Maynard
56b79a197d
Make pixel format querying a member (massaging for merge).
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Remove a function from the header.
2003-05-26 03:12:12 +00:00
Glenn Maynard
41cd5fd769
cosmetic fix
2003-05-26 01:06:01 +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
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Add Direct3D renderer (separate project configuration)
Add Xbox project config (doesn't yet compile)
2003-05-22 05:28:37 +00:00
Glenn Maynard
3c6f768fd7
use parens instead of brackets
2003-05-05 06:21:01 +00:00
Glenn Maynard
558ef9e275
Override the "size" of a texture:
...
Foo [res 128x64].png
This can be used to store a texture at a different resolution without
having to change all of the metrics that reference it.
The most obvious use is to lower the resolution of large images.
A less obvious use is to raise the resolution of images. If an image is
going to be zoomed, it may be useful to store the texture at a higher
resolution than native.
This can be done with metrics, but it's a pain to have to track down
each metric that needs to be changed. This (should) also work with
fonts (but that needs testing).
Use this sparingly.
2003-05-05 03:14:47 +00:00
Glenn Maynard
fd0d78c3e9
cleanup
2003-05-05 02:31:57 +00:00
Chris Danford
c8b325d17f
messing with dithering again. I won't waste any more time on it!
2003-04-26 10:57:40 +00:00
Glenn Maynard
fe33dec385
Partial s/GetString/c_str/.
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(watch out for PlayerOptions::GetString and SongOptions::GetString)
2003-04-25 00:01:35 +00:00
Glenn Maynard
60de1a24a1
typo
2003-04-24 19:47:39 +00:00
Glenn Maynard
b6069bef29
remove old comments
2003-04-24 19:05:11 +00:00
Chris Danford
4b7d640324
support noteskin-changing attacks
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cache trick icons
change AI probability format
2003-04-22 04:54:04 +00:00
Glenn Maynard
e2f1e6bda9
cleanup
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use function-style or C-style casts, not static_cast; they're identical
and easier to read
2003-04-20 22:08:32 +00:00
Steve Checkoway
86fce28601
fixed conversion warnings
2003-04-20 12:53:38 +00:00
Chris Danford
7f40e36919
eliminate TransitionOniFade
2003-04-13 00:44:50 +00:00
Chris Danford
e8418d43bd
make GroupList look nicer
2003-04-05 21:47:32 +00:00
Chris Danford
0bb7164b91
worked on Error diffusion dithering algorithm, but it doesn't end up looking much better than OrderedDither
2003-04-05 21:17:51 +00:00
Chris Danford
921119d356
debugging Voodoo3 transparency problem
2003-04-01 07:47:19 +00:00
Glenn Maynard
95b0d3e082
add an assert
2003-03-30 19:36:57 +00:00
Glenn Maynard
609531c1a7
Automatically figure out if we can use 0alpha or 1alpha. I'll remove the
...
old code once the new code is stable.
2003-03-27 06:01:43 +00:00
Glenn Maynard
92c44716f8
Implement textures that only have an alpha channel.
...
The most immediate use of this is for the company screen shadow;
it's horribly banded in 16-bit, and this lets us load it as an 8-bit texture,
using half the memory and giving full precision.
This could be automatically used, if all non-transparent pixels in a texture
are #FFFFFF. (todo)
This can also allow us to have extremely large, memory-compact fonts.
A 1024x1024 layer in ALPHA4 is just 512k, and can store several thousand
16x16 glyphs. (The only trouble is actually constructing such a font;
doing it by hand in Photoshop isn't a nice option.)
2003-03-24 22:38:34 +00:00
Glenn Maynard
35bf217063
oops; fix hack
2003-03-11 21:05:53 +00:00