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
108a3cceee
add FMT_A1BGR5
2003-06-30 03:13:53 +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
Glenn Maynard
b605e46dbf
cleanup
2003-06-28 02:27:27 +00:00
Chris Danford
b9acabbed5
fix VC6 compile error
2003-06-27 08:33:15 +00:00
Glenn Maynard
22cef46d85
improve model lighting in d3d
2003-06-27 02:04:56 +00:00
Glenn Maynard
fd9fe23cf7
fix d3d model crash
2003-06-27 00:57:02 +00:00
Glenn Maynard
c898370ed0
improve cleanup after a throw
2003-06-25 21:03:41 +00:00
Chris Danford
474c0f5a64
fix model rendering in D3D (still doesn't look quite the same as OpenGL)
2003-06-23 17:04:00 +00:00
Chris Danford
fd58b41eef
fix Savage crashes in D3D
2003-06-21 16:21:31 +00:00
Glenn Maynard
3d43798f88
Handle SDL_INIT_VIDEO failing, so we don't crash later.
2003-06-11 03:17:39 +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
364e3ef8cd
Use 1280x960, not 1280x1024. The former is a standard 4:3 resolution;
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the latter is a popular but bogus 5:4 resolution.
2003-05-30 08:59:16 +00:00
Chris Danford
2a85a2b9df
Fix crash alt+tabbing in and out of fullscreen on Voodoo3+D3D+WinXP.
2003-05-30 00:30:40 +00:00
Glenn Maynard
abfb4c62eb
Move the tables together.
2003-05-29 00:16:29 +00:00
Glenn Maynard
b64d5d5a08
add error checking
2003-05-28 20:25:21 +00:00
Chris Danford
9ab0d6ebee
fix bugs that show up on Voodoo3
2003-05-28 00:50:10 +00:00
Glenn Maynard
726d79ecf8
(l+r)/(l-r) == -(r+l)/(r-l)
2003-05-27 08:39:34 +00:00
Glenn Maynard
2416b32182
(l+r)/(l-r) == -(r+l)/(r-l)
2003-05-27 08:31:55 +00:00
Glenn Maynard
2e96c4785e
log current renderer
2003-05-27 00:48:40 +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
2ddc78909a
Combine binaries, so we can choose the renderer. No actual selection
...
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
Chris Danford
bb089f467e
consolidate SDL icon changing code
2003-05-25 21:58:34 +00:00
Chris Danford
6b63ef50f9
support theme-specific program icon and window title (useful for non-SM products)
2003-05-25 20:19:01 +00:00
Chris Danford
a75cd6e7b1
Fix D3D z-buffer problem by having separate GetOrthoMatrix functions for OGL and D3D.
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I don't understand why the two APIs create an ortho matrix so differently, but I'm tried of messing with it for now.
2003-05-25 00:43:44 +00:00
Chris Danford
cbe5fd91f7
fix Win98 fullscreen->windowed without recreating the device
2003-05-24 20:59:27 +00:00
Chris Danford
5fd0aedd42
Fix crash toggling from Fullscreen->Windowed in D3D.
...
I'm pretty sure this is a Win9x problem. It happens on a TNT+Win98, a Rage128+Win98, but not on a GF4 Go+XP.
2003-05-24 20:04:57 +00:00
Chris Danford
7f3b7b9162
reacquire D3D device when lost in full screen (user alt+tabs out)
2003-05-24 05:44:31 +00:00
Glenn Maynard
e45220cdf2
don't need to reload textures on mode change anymore
2003-05-24 02:09:17 +00:00
Glenn Maynard
7396287b1c
Load texture palettes on demand, so we're not limited to 256. (That could
...
conceivably be a problem if a person has many songs with paletted
banners, for example.)
2003-05-24 02:03:17 +00:00
Glenn Maynard
85868bdd6b
Store texture palettes persistently.
2003-05-24 01:12:30 +00:00
Chris Danford
66a53ec9e7
fix crash on toggle fullscreen under D3D
2003-05-23 23:51:28 +00:00
Glenn Maynard
7af753ba38
use preincrement instead of postincrement in general; it's faster
2003-05-23 01:45:38 +00:00
Glenn Maynard
21b358017d
No manual linking on the XBox.
2003-05-22 23:05:32 +00:00
Glenn Maynard
1122e9a105
link d3d8 dynamically
2003-05-22 22:55:58 +00:00
Glenn Maynard
383779f2fc
warning C4702: unreachable code
2003-05-22 08:38:57 +00:00
Glenn Maynard
84bcc3146a
fix latent viewport bug
2003-05-22 08:37:15 +00:00
Glenn Maynard
52b6b76bee
D3D's D3DRS_CULLMODE D3DCULL_CCW means "cull CCW polys".
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OpenGL's GL_FRONT_FACE = GL_CCW means front faces are CCW, so
cull CW faces (assuming GL_CULL_FACE_MODE is GL_BACK).
They're logically opposite.
2003-05-22 08:11:47 +00:00
Chris Danford
02016ae442
Reorganize RageDisplay
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Add Direct3D renderer (separate project configuration)
Add Xbox project config (doesn't yet compile)
2003-05-22 05:28:37 +00:00