Glenn Maynard
8f29e21c9f
always use 0 for the default texture
2007-02-21 03:54:12 +00:00
Glenn Maynard
eeeda2a236
CreateTextureDefault
2007-02-13 09:55:33 +00:00
Glenn Maynard
5600e93d3a
add TextureUnit param to SetSphereEnvironmentMapping
2007-02-13 06:04:30 +00:00
Glenn Maynard
a9fd52cce0
add TextureUnit param to SetTextureWrapping
2007-02-13 05:56:24 +00:00
Glenn Maynard
863062f7d1
add TextureUnit param to SetTextureFiltering
2007-02-13 05:09:54 +00:00
Glenn Maynard
ebb7189b88
add TextureUnit param to SetTextureMode
2007-02-13 04:59:05 +00:00
Glenn Maynard
4b707da08b
merge SetTextureMode functions
2007-02-13 04:02:08 +00:00
Glenn Maynard
74aaecc2b9
add RageDisplay::DrawSymmetricQuadStrip
2007-01-15 08:08:57 +00:00
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