Commit Graph
54 Commits
Author SHA1 Message Date
Glenn Maynard 2ddb0c2912 Use "i" for ints; don't distinguish between signed and unsigned. (If we're
marking unsigned ints, that seems to imply marking long ints, doubles vs.
floats, etc; Hungarian serves little enough purpose without being that fine-
grained.)
2006-07-24 06:11:37 +00:00
Glenn Maynard 11b5ddbd54 cleanup 2006-07-24 06:06:10 +00:00
Glenn Maynard d0bcf2052d RageTexture is a wrapper around RageDisplay's textures; RageDisplay
itself doesn't use it.  Don't pass in RageTexture to SetTexture;
use RageDisplay's native texture handles.
2006-07-23 03:19:49 +00:00
Chris Danford bcf84d9bda re-add Auto AR. Tie it to the desktop resolution which does not change when toggling between fullscreen and windowed. This assumes that the desktop resolution is using square pixels. This assumption will hold true for all out-of-the-box machines with a widescreen display. 2006-02-06 23:40:28 +00:00
Chris Danford dbafa29a88 make RageDisplay::Init virtual to remove dupe code 2006-02-06 20:14:02 +00:00
Chris Danford 7f821e8cfc CString -> RString 2006-01-22 01:00:06 +00:00
Glenn Maynard e217a25dce unused 2005-12-04 17:16:06 +00:00
Chris Danford 730a113ed6 enumerate resolutions
use mixed case for prefs values
2005-11-26 07:22:33 +00:00
Chris Danford 5c6457d938 make closer to OpenGL sphere mapping 2005-11-23 22:16:09 +00:00
Chris Danford 3060418806 add the renderer name to stats (so that I won't be confused about which is being used) 2005-11-23 20:42:48 +00:00
Chris Danford 182232344f GetVideoModeParams -> GetActualVideoModeParams
add GetApiDescription
2005-11-11 21:16:48 +00:00
Chris Danford 3f6e95b7d8 fix D3D texture coord generation 2005-11-05 03:08:09 +00:00
Chris Danford 1903e07f56 if DISPLAY->SupportsPerVertexMatrixScale, then merge meshes with equal names. The allows some NoteSkins to be drawn in either 2 meshes or only 1 if vertex shaders are supported. 2005-10-21 06:36:08 +00:00
Glenn Maynard 989565227b add SupportsThreadedRendering flag (not in OGL yet) 2005-07-13 01:04:59 +00:00
Glenn Maynard 796ac96c50 remove Update. DISPLAY has enough places to hook, and doesn't need access to the gameplay timer. Do this stuff in EndFrame instead. 2005-07-12 23:16:03 +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
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 07acc3fad4 exception handling 2004-11-30 20:26:30 +00:00
Glenn Maynard f056fedae2 fix crashes when fullscreen d3d window loses focus 2004-09-19 01:38:12 +00:00
Chris Danford 1d376f5795 add support for texture coordinate animation in AnimatedTexture 2004-08-09 00:46:42 +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
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 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
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 ef998e5e84 move vertex buffers into a separate object in perparation for HW vertex buffers 2004-04-08 08:35:38 +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
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 eebb417840 clean up perspective
fix mini
fix frustum matrix in D3D
2003-09-21 18:07:29 +00:00
Glenn Maynard 98c7c09cc7 Work on improving error messages when video init fails 2003-08-27 23:36:09 +00:00
Glenn Maynard 541b21145e Re-simplify exceptions. 2003-07-23 20:19:22 +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 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 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
Chris Danford cb3092e70d revert D3D exception handling (my changes broke it) 2003-06-22 17:45:19 +00:00
Chris Danford fd58b41eef fix Savage crashes in D3D 2003-06-21 16:21:31 +00:00
Chris Danford bf77ee902f fix DrawIndexedTriangles bug that caused uninited verticies to be drawn 2003-06-07 11:54:44 +00:00