Commit Graph
21 Commits
Author SHA1 Message Date
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
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
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