Renaud Lepage
1b124c16a5
Someone had made ifdefs that were confusing if compiling for Xbox. The conflictual situations have been resolved.
2005-05-30 23:43:37 +00:00
Thad Ward
5949e5bc90
(this is possibly going to annoy some people, but..)
...
put all (obvious) MSVC lines in #if defined(_MSC_VER) blocks, primarilly
to allow alternative win32 compilers to be used.
2005-05-11 04:43:54 +00:00
Glenn Maynard
47db6ca9c4
floating-point zbias. For compatibility, 0 is off and 1 is the old "zbias on".
...
Going beyond 1 is allowed, but the usable/useful range of values is currently
undefined--try to stick to 0..1.
2005-05-06 04:05:02 +00:00
Glenn Maynard
59f6c7848a
separately-controllable ZBias
2005-05-06 03:24:41 +00:00
Ben Anderson
0db665d4d6
Thorough(!) remodeling of the arch/ directory and the contents therein; fixed link-time warnings on GCC and should make things a lot easier to manage. A pile of other random things too, mostly cleanups and getting things to work with the remodeled arch/ directory.
2005-03-14 06:44:38 +00:00
Glenn Maynard
1634d1cad1
GraphicsWindow::GetHwnd
2005-02-08 05:23:57 +00:00
Glenn Maynard
1d3613f161
for real this time :)
2005-01-22 03:39:39 +00:00
Chris Danford
663bd5d8b7
fix misspelling
2005-01-21 06:13:45 +00:00
Glenn Maynard
8a29cc0459
remove separate glow modes
2005-01-08 22:14:08 +00:00
Glenn Maynard
a1be0fdb33
add GetNumTextureUnits()
2005-01-04 05:34:58 +00:00
Glenn Maynard
85ca41e47c
exceptions
2004-11-30 20:30:33 +00:00
Glenn Maynard
07acc3fad4
exception handling
2004-11-30 20:26:30 +00:00
Glenn Maynard
6f46898f69
make SetVideoMode not throw
2004-11-30 20:01:07 +00:00
Ryan Dortmans
e2d265993f
Xbox compile fix
2004-11-26 23:30:59 +00:00
Glenn Maynard
7caea1f23a
cleanup (this stuff appears stubbed on xbox)
2004-11-26 19:58:36 +00:00
Ryan Dortmans
30a01a3c99
Xbox: virtual memory fixes
2004-11-08 02:38:32 +00:00
Chris Danford
0a6acd94ae
fix centering matrix + perspective projections
2004-10-24 22:59:10 +00:00
Glenn Maynard
056b85f83e
The difference between the OpenGL ortho matrix we were constructing and
...
the OpenGL one is only that the Z value output was [0,1], instead of [-1,+1].
(I can't find D3D docs confirming that this is what D3D wants, but the math
lines up this way.)
Instead of setting up a different matrix from scratch, use OpenGL's well-
defined ranges, and then scale and shift the Z values to the range D3D wants.
2004-10-23 17:46:08 +00:00
Ryan Dortmans
05bfdeceec
Xbox build
2004-09-27 08:01:21 +00:00
Glenn Maynard
ac1745fc35
move D3D from SDL -> GraphicsWindow
2004-09-21 09:00:48 +00:00
Chris Danford
807d892f4f
allow theme to specify logical screen dimensions
2004-09-21 06:07:12 +00:00
Glenn Maynard
f056fedae2
fix crashes when fullscreen d3d window loses focus
2004-09-19 01:38:12 +00:00
Glenn Maynard
b0f608da07
fix refresh rates in d3d
2004-09-18 05:18:14 +00:00
Glenn Maynard
f146f1ceeb
remove old comment and unused code
2004-09-18 05:17:03 +00:00
Glenn Maynard
aa66c6e7de
remove old code
2004-09-18 04:40:59 +00:00
Renaud Lepage
8f63e149d2
Fix : Xbox code - typing error.
2004-09-09 22:57:13 +00:00
Glenn Maynard
e95bcc42f2
remove old xbox centering stuff
2004-09-09 22:23:30 +00:00
Glenn Maynard
84baa7fb22
support centering matrix in d3d
2004-09-09 20:25:21 +00:00
Glenn Maynard
8ebdc06ea8
If a format isn't supported, don't "fake it" with an unrelated format; that
...
just "lies" to the user code, probably resulting in extra format conversions.
Just don't claim support for it, and a different, more appropriate format will
be used. (This didn't actually matter, since RageDisplay_D3D::SupportsTextureFormat
returns false for everything but FMT_RGBA8.)
2004-09-05 02:02:10 +00:00
Glenn Maynard
bb90bca544
remove unused ckey parameter to RageSurfaceUtils::Blit
2004-08-31 01:15:12 +00:00
Glenn Maynard
39988e2d93
cleanup
2004-08-19 00:36:11 +00:00
Glenn Maynard
40cecbcf50
word -> uint16_t (a "word" is architecture-specific)
2004-08-19 00:35:35 +00:00
Chris Danford
1d376f5795
add support for texture coordinate animation in AnimatedTexture
2004-08-09 00:46:42 +00:00
Chris Danford
6bd2a34271
Xbox builds again
2004-06-20 01:35:25 +00:00
Thad Ward
d7eb216b71
use #else when there is no condition, not #elif or #else if
2004-06-15 06:45:11 +00:00
Chris Danford
5123451925
fix VC7 compile error
2004-06-15 06:34:30 +00:00
Chris Danford
b2cf196d74
fixing Xbox compile errors
2004-06-15 06:24:58 +00:00
Glenn Maynard
34b3862833
log SDL version
2004-06-14 05:19:42 +00:00
Glenn Maynard
aa7ad967ae
HandleSDLEvents is too small to be worth splitting
...
all code that handles SDL events is also responsible for enabling and
disabling those events
2004-06-14 03:53:41 +00:00
Glenn Maynard
03e11c81a1
call SDL_UpdateHWnd
2004-06-14 03:34:38 +00:00
Glenn Maynard
56af82b1c9
HandleSDLEvents
2004-06-14 03:12:32 +00:00
Glenn Maynard
b481fc465b
excessively large commit: use RageSurface
2004-06-14 00:51:00 +00:00
Glenn Maynard
e0ceb30f93
remove virtual IsSoftwareRenderer()
2004-05-23 22:38:44 +00:00
Glenn Maynard
70a90469e9
remove SDL_SRCCOLORKEY
2004-05-17 01:49:09 +00:00
Chris Danford
e83bbc40da
fix ActorFrame ZTest propogation
2004-05-15 18:35:03 +00:00
Chris Danford
9ec4c6be91
add "draw on z fail" mode
2004-05-15 09:26:21 +00:00
Glenn Maynard
3119833bae
types
2004-05-11 21:08:13 +00:00
Glenn Maynard
33a04b79de
beginning GPL->X11 license transition
...
The conventions I'm using are to put the entire copyright notice at the bottom
of each file, and to put the summary of the source file's use at the top of the
header.
Putting the license text in each file avoids confusion, and is normal practice
for many projects. Putting it at the bottom gets it out of the way; it's a
ton of clutter to put at the top.
The description is in the header. People who don't know what a class is for,
or how to use it, are probably looking at the header to see the interface,
not the implementation, so let's put the description in there. Keep it brief
(one line); any substantial implementation notes should go in the source file.
2004-05-06 00:42:06 +00:00
Glenn Maynard
c046875db1
fix warnings
2004-04-26 05:26:52 +00:00
Chris Danford
3963ee8501
use same zbias in D3D as OpenGL
2004-04-25 18:52:27 +00:00