Glenn Maynard
0d0494a580
line width is a float in OpenGL for line AA
2004-06-20 01:26:28 +00:00
Chris Danford
91aafcd4c1
move all graphics API calls into RageDisplay_*
2004-06-19 21:00:38 +00:00
Glenn Maynard
de64d8a953
cleanup
2004-06-15 05:52:51 +00:00
Glenn Maynard
b481fc465b
excessively large commit: use RageSurface
2004-06-14 00:51:00 +00:00
Glenn Maynard
f1ebbe330d
reduce xbox hackery
2004-05-23 23:24:44 +00:00
Glenn Maynard
e0ceb30f93
remove virtual IsSoftwareRenderer()
2004-05-23 22:38:44 +00:00
Chris Danford
e9e0a2816f
add pref: TrilinearFiltering
2004-05-18 09:05:21 +00:00
Chris Danford
7ea35ebb25
add prefs: ForceMipMaps, AnisotropicFiltering
2004-05-18 08:43:21 +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
6398054e26
Remove 4-bit palette support. As far as I can tell, no hardware supports
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it. (New ATI hardware apparently doesn't even support 8-bit palettes?!)
2004-05-15 08:18:37 +00:00
Glenn Maynard
33a04b79de
beginning GPL->X11 license transition
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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
a593763aac
fix crash with empty vertex objects
2004-04-26 05:26:20 +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
3597e45bbc
add hardware vertex buffers for OpenGL renderer
2004-04-12 03:07:44 +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
Glenn Maynard
d9f0e5819b
save lower quality jpeg to memcards
2004-03-23 22:35:30 +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
Chris Danford
4ca799bc96
rename "AntiAliasing" to "SmoothLines"
2003-12-20 21:29:55 +00:00
Glenn Maynard
cac44ec303
don't use GL_UNSIGNED_SHORT_1_5_5_5_REV for movie textures
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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
c76e819d1d
finish image centering code
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add input test screen
2003-10-11 07:47:34 +00:00
Chris Danford
70446551a9
add half-finished screen centering code (necessary for arcade and Xbox)
2003-10-11 01:51:36 +00:00
Glenn Maynard
d902715269
add Supports4BitPalettes
2003-10-09 03:06:10 +00:00
Glenn Maynard
f611e2461e
namespace cleanup
2003-10-03 21:38:38 +00:00
Steve Checkoway
efc65a20d8
Add virtual dtor to RageDisplay.
2003-09-22 23:37:33 +00:00
Chris Danford
babe533a9e
fix D3D lighting
2003-09-21 18:54:54 +00:00
Chris Danford
eebb417840
clean up perspective
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fix mini
fix frustum matrix in D3D
2003-09-21 18:07:29 +00:00
Chris Danford
c8f7c02036
Split ModelView matrix stack into View and World stacks.
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Add "hallway" and "distant" mods.
2003-09-21 02:36:28 +00:00
Glenn Maynard
98c7c09cc7
Work on improving error messages when video init fails
2003-08-27 23:36:09 +00:00
Glenn Maynard
1913fddee0
Change progressive -> interlaced. Not Xbox-only. (Avoid making
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RageDisplay interfaces arch-specific.)
2003-08-12 19:08:07 +00:00
Manu Evans
135103a4e9
PAL and Progressive Scan support for XBox ..
2003-08-03 06:41:52 +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
332c2b318c
break battle into two PlayModes: CPU_BATTLE, HUMAN_BATTLE
2003-07-08 19:56:56 +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
108a3cceee
add FMT_A1BGR5
2003-06-30 03:13:53 +00:00
Glenn Maynard
7951b5f3e7
Add helpers: RageDisplay::CreateSurfaceFromPixfmt, RageDisplay::FindPixelFormat.
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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
Glenn Maynard
2d97a1daa0
add GetTextureDiagnostics (not used yet)
2003-06-22 01:20:58 +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
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with D3D instead of hardware lines.
2003-05-27 00:20:54 +00:00
Glenn Maynard
2ddc78909a
Combine binaries, so we can choose the renderer. No actual selection
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yet; change CreateDisplay if you want to do that for the next few hours.
2003-05-26 19:42:04 +00:00
Glenn Maynard
56b79a197d
Make pixel format querying a member (massaging for merge).
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Remove a function from the header.
2003-05-26 03:12:12 +00:00