Commit Graph

122 Commits

Author SHA1 Message Date
Glenn Maynard 93653882ef Use AdditionalTextureHints. Add "grayscale" hint. 2003-10-08 02:52:51 +00:00
Glenn Maynard 5dc94af3da use iGrayscaleBits 2003-10-08 02:23:53 +00:00
Glenn Maynard fba49abc0d Define the "unused" bit in SDL surfaces. 2003-10-08 01:21:36 +00:00
Glenn Maynard f611e2461e namespace cleanup 2003-10-03 21:38:38 +00:00
Glenn Maynard fd05dfeffc Replace 4alphaonly and 8alphaonly with the simpler and more generally
useful 32bpp and 16bpp hints.  (alphaonly was broken and had the effect
of 32bpp anyway).  These force a texture to 32bpp and 16bpp, overriding
the user's preference.

Use 32bpp for images that really do need 32bpp (where "dither" isn't
good enough).  Use 16bpp for images that really don't need 32bpp,
to save memory.
2003-09-03 08:41:12 +00:00
Glenn Maynard 60d6625e33 Resolve paths before loading images 2003-08-28 19:15:58 +00:00
Chris Danford 278cb4c3f1 runs on Xbox 2003-07-22 07:47:27 +00:00
Glenn Maynard a44b6d0a86 remove unneeded header 2003-07-12 20:42:08 +00:00
Chris Danford 8158ca8770 compiles on Xbox (still a CRT linking error though) 2003-07-11 03:15:28 +00:00
Glenn Maynard d4815d6d74 Disable the dimensions warning for all song graphics (even ones not in
songs).
2003-07-09 20:27:02 +00:00
Glenn Maynard 736592ca17 allow disabling the frame dimensions warning 2003-07-07 03:55:54 +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
Chris Danford 2636a34acb no message 2003-07-05 05:34:16 +00:00
Chris Danford bc06f43a83 don't show frame dimensions warning if image is tiny (intentially blanked) 2003-07-04 23:17:42 +00:00
Chris Danford f84f8f27b0 MessageBox with warning if frame size of a loaded image isn't an even number 2003-07-04 22:47:20 +00:00
Glenn Maynard 35524bd79d avoid <8x8 bitmap textures 2003-06-22 01:02:22 +00:00
Chris Danford b2f5393026 finalize dancing character directory structure
better camera movements
animated face textures
2003-06-09 19:22:04 +00:00
Chris Danford 429d311c2a Remove composited text. The large amount of memory it uses is a bigger penalty than drawing a quad for each glyph. 2003-06-05 22:18:42 +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 c1be06d5dd use mySDL_MapRGBExact 2003-06-04 20:16:16 +00:00
Chris Danford 9ab0d6ebee fix bugs that show up on Voodoo3 2003-05-28 00:50:10 +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
Glenn Maynard 41cd5fd769 cosmetic fix 2003-05-26 01:06:01 +00:00
Chris Danford 7724624323 Make RageBitmapTexture:m_ID private (so it can't be modified) 2003-05-22 06:32:23 +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
Glenn Maynard 3c6f768fd7 use parens instead of brackets 2003-05-05 06:21:01 +00:00
Glenn Maynard 558ef9e275 Override the "size" of a texture:
Foo [res 128x64].png

This can be used to store a texture at a different resolution without
having to change all of the metrics that reference it.

The most obvious use is to lower the resolution of large images.

A less obvious use is to raise the resolution of images.  If an image is
going to be zoomed, it may be useful to store the texture at a higher
resolution than native.

This can be done with metrics, but it's a pain to have to track down
each metric that needs to be changed.  This (should) also work with
fonts (but that needs testing).

Use this sparingly.
2003-05-05 03:14:47 +00:00
Glenn Maynard fd0d78c3e9 cleanup 2003-05-05 02:31:57 +00:00
Chris Danford c8b325d17f messing with dithering again. I won't waste any more time on it! 2003-04-26 10:57:40 +00:00
Glenn Maynard fe33dec385 Partial s/GetString/c_str/.
(watch out for PlayerOptions::GetString and SongOptions::GetString)
2003-04-25 00:01:35 +00:00
Glenn Maynard 60de1a24a1 typo 2003-04-24 19:47:39 +00:00
Glenn Maynard b6069bef29 remove old comments 2003-04-24 19:05:11 +00:00
Chris Danford 4b7d640324 support noteskin-changing attacks
cache trick icons
change AI probability format
2003-04-22 04:54:04 +00:00
Glenn Maynard e2f1e6bda9 cleanup
use function-style or C-style casts, not static_cast; they're identical
and easier to read
2003-04-20 22:08:32 +00:00
Steve Checkoway 86fce28601 fixed conversion warnings 2003-04-20 12:53:38 +00:00
Chris Danford 7f40e36919 eliminate TransitionOniFade 2003-04-13 00:44:50 +00:00
Chris Danford e8418d43bd make GroupList look nicer 2003-04-05 21:47:32 +00:00
Chris Danford 0bb7164b91 worked on Error diffusion dithering algorithm, but it doesn't end up looking much better than OrderedDither 2003-04-05 21:17:51 +00:00
Chris Danford 921119d356 debugging Voodoo3 transparency problem 2003-04-01 07:47:19 +00:00
Glenn Maynard 95b0d3e082 add an assert 2003-03-30 19:36:57 +00:00
Glenn Maynard 609531c1a7 Automatically figure out if we can use 0alpha or 1alpha. I'll remove the
old code once the new code is stable.
2003-03-27 06:01:43 +00:00
Glenn Maynard 92c44716f8 Implement textures that only have an alpha channel.
The most immediate use of this is for the company screen shadow;
it's horribly banded in 16-bit, and this lets us load it as an 8-bit texture,
using half the memory and giving full precision.

This could be automatically used, if all non-transparent pixels in a texture
are #FFFFFF.  (todo)

This can also allow us to have extremely large, memory-compact fonts.
A 1024x1024 layer in ALPHA4 is just 512k, and can store several thousand
16x16 glyphs.  (The only trouble is actually constructing such a font;
doing it by hand in Photoshop isn't a nice option.)
2003-03-24 22:38:34 +00:00
Glenn Maynard 35bf217063 oops; fix hack 2003-03-11 21:05:53 +00:00
Glenn Maynard 3936f52035 fix garbage value when glGetTexLevelParameteriv returns
error
2003-03-11 19:06:11 +00:00
Glenn Maynard b14c6cf846 experiment to try to fix danger background thrashing 2003-03-11 18:52:50 +00:00
Glenn Maynard ed64f269ef Work around GLDirect bug. 2003-03-06 09:26:07 +00:00
Glenn Maynard 719d8f6b4e use GL_COLOR_TABLE_FORMAT instead of
GL_COLOR_TABLE_FORMAT_EXT; it's defined in glext.h

(we could enable this if the imaging subset is defined, too, but checking
for the extension version is probably good enough)
2003-02-20 02:25:10 +00:00
Glenn Maynard 42cfd6f98c stdafx -> global 2003-02-16 04:01:45 +00:00
Glenn Maynard 6b27cd5b58 er, no, this one 2003-02-15 00:15:26 +00:00
Glenn Maynard 3f2c342b26 and another annoying cast 2003-02-15 00:14:28 +00:00