Commit Graph

135 Commits

Author SHA1 Message Date
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