Commit Graph

42 Commits

Author SHA1 Message Date
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
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;
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).
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.
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".
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
Add Direct3D renderer (separate project configuration)
Add Xbox project config (doesn't yet compile)
2003-05-22 05:28:37 +00:00