Commit Graph

51 Commits

Author SHA1 Message Date
Glenn Maynard 8dda57f5bc add AdditionalTextureHints 2003-10-08 02:52:12 +00:00
Glenn Maynard a73a86f63e add iGrayscaleBits 2003-10-08 02:19:59 +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 48770fb2a0 Make texture policies explicit.
Never keep banner textures loaded.  We'll be using enough memory with
the preloads, and it's not needed.
2003-06-10 19:24:00 +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
Add video settings for G400
Working on composited text
2003-06-05 19:29:27 +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
Glenn Maynard 971284db59 simplify 2003-05-05 03:03:53 +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
Chris Danford 080a92450c SelectGroup animations converted to commands
ScreenStage animations converted to TransitionBGAnimations
Changed all Stage BitmapTexts to Sprites
2003-03-10 00:16:49 +00:00
Glenn Maynard 42cfd6f98c stdafx -> global 2003-02-16 04:01:45 +00:00
Glenn Maynard f5fed3e23d fix and simplify 2003-02-12 22:32:04 +00:00
Glenn Maynard 22272aecb0 Fix an indirect movie texture crash (reset PixelStore)
Simplify texture handling: m_ID is const (can't be changed after
load at all); preference overrides are handled in RageTexture;
reloads no longer need a parameter
2003-01-26 00:56:13 +00:00
Glenn Maynard 4432b01dd8 make hot pinking a texture hint
(it makes SDL take slow code paths and makes us do
conversions we oftne don't need to)
2003-01-22 04:15:43 +00:00
Glenn Maynard 379b4806ef add RageTextureID::equal 2003-01-09 02:55:16 +00:00
Glenn Maynard 71bd9579e0 add GetFrameCountFromFileName 2003-01-06 11:14:43 +00:00
Glenn Maynard 75eec7fa74 make GetFrameDimensionsFromFileName available 2003-01-05 01:44:24 +00:00
Glenn Maynard b97d3f8513 fix up bit depth stuff 2002-12-30 03:35:58 +00:00
Glenn Maynard e0b472f33e Textures are now fully ID'd by a single struct. 2002-12-30 02:43:52 +00:00
Glenn Maynard f7d89d3481 remove extra assert.h 2002-11-15 23:34:27 +00:00
Chris Danford 487b4e9527 Readded texture stretch, texture dither, and 16 bit textures. 2002-11-14 01:26:19 +00:00
Chris Danford 628dea9da7 OpenGL checkin. Movie textures, texture stretch, texture dither, and 16 bit textures are broken. 2002-11-11 04:53:31 +00:00
Glenn Maynard 677e6b0a2e s/FRECT/RectF/ 2002-10-31 06:00:30 +00:00
Glenn Maynard bccaf3560b s/Add/push_back/ 2002-10-31 04:23:39 +00:00
Glenn Maynard 7e9905995d some more s/GetSize/size/ and other minor STLisms 2002-10-31 03:16:02 +00:00
Glenn Maynard 5c841f287b s/RemoveAll/clear/g 2002-10-24 20:15:24 +00:00
Glenn Maynard 22b95f922f Change DWORD to int in *Texture*. (Maybe it should be unsigned, but
we don't use unsigned much anyway.)
2002-10-19 19:30:34 +00:00
Glenn Maynard 4d1a9e1d68 VOID Create -> void Create
SetLoopOn/Off -> SetLooping(bool)

CTextureRenderer throws its own exception
2002-08-23 01:55:38 +00:00
Glenn Maynard b841bd7e82 Add missing assert.h. 2002-08-23 01:06:36 +00:00
Chris Danford 5c21d4b1ca bug fixes 2002-08-18 23:20:18 +00:00
Chris Danford 0447dc2aad Bug fixes and deferred rendering architecture 2002-08-18 16:19:26 +00:00
Chris Danford 4ec08edf2d Mini-rewrite of input mapping, theme support, and added KSF reader. 2002-07-31 19:40:40 +00:00
Chris Danford f3c360a7d6 chugging away at 3.0 2002-05-28 20:01:22 +00:00
Chris Danford 7800df57a1 no message 2002-05-27 18:36:01 +00:00
Chris Danford b723efdaba no message 2002-05-27 08:23:27 +00:00
Chris Danford 2f80235590 no message 2002-05-19 01:59:48 +00:00
Chris Danford 6f1c1e4619 no message 2002-05-01 19:14:55 +00:00
Chris Danford dad622f11c no message 2002-04-28 20:42:32 +00:00
Chris Danford 78f3e80118 2.50 checkin 2002-04-16 17:31:00 +00:00
Chris Danford d2eeed810c in the middle of working on 1.70. Now compiles in Visual Studio.net 2002-03-30 20:00:13 +00:00
Chris Danford fbb9e9494f new theme graphics and new texture loading algorithm 2002-01-29 08:19:03 +00:00
Chris Danford 5c8fc16b34 checked in package manager 2002-01-28 21:24:17 +00:00
Chris Danford f2975d0688 no message 2002-01-20 23:29:03 +00:00
Chris Danford 0add9e0bb3 checkin of v1.50 2002-01-16 10:01:32 +00:00
Chris Danford 7f3a131195 changes made from 0.95 through 0.97 2001-12-28 10:15:59 +00:00
Chris Danford bbc4097826 kljhfdkjhfjkhdfkjf 2001-12-19 01:50:57 +00:00
Chris Danford 8449179efa cleanup of textures and fix of many misc bugs 2001-11-25 23:22:20 +00:00
Chris Danford c679ec7956 Rewrote texture loading actor and sprite 2001-11-25 04:31:44 +00:00
Ben Nordstrom c52c818881 no message 2001-11-21 03:21:00 +00:00
Chris Danford a40558031b Major rewrite of all classes related to gameplay (Song, Steps, Player,
WindowDancing and all its UI elements).  All of the dancing UI elements
have been consolidated into the Player class, which simplifies things a
great deal.  Steps and the classes that use them have been generalized
to use a variable number of panels (6 panel, 8 panel).  Only a little more
work is needed on the ColorArrows portion of Player to fully support these
panel modes.
2001-11-04 19:34:28 +00:00