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
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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
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
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
3e1707e641
Consolidate poly line code, so it can be used with both renderers. Use it
...
with D3D instead of hardware lines.
2003-05-27 00:20:54 +00:00
Glenn Maynard
9ee6cfd453
start of intelligent renderer selection
2003-05-26 23:33:37 +00:00
Glenn Maynard
cc6ae9f952
add headers
2003-05-26 22:25:23 +00:00