Glenn Maynard
f76757667e
m_iImage* is the size of the image within the texture
2003-06-14 23:02:44 +00:00
Glenn Maynard
e6fd5bcd83
Move frame checks into a function, so we don't loop under SkipUpdates()
2003-06-13 18:13:12 +00:00
Chris Danford
73e1e30ac3
#if defined(WIN32) || !defined(_XBOX) -> && !defined(_XBOX)
2003-05-29 00:15:11 +00:00
Chris Danford
7fbd29eb18
use only a supported texture format for movie textures
2003-05-28 23:08:40 +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
7f3b7b9162
reacquire D3D device when lost in full screen (user alt+tabs out)
2003-05-24 05:44:31 +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
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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
Glenn Maynard
3612106dd4
Oops, forgot to commit subdirs ...
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This also includes code to use varying sample rates with DirectSound,
so we don't have to do sample rate conversions. Experimental.
2003-04-25 04:10:18 +00:00
Chris Danford
cfe1f9ec67
Add parameters to BackgroundChange: fRate, bFadeLast, bRewindMovie, bLoop.
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I don't like how this changes the syntax for the #BGCHANGES tag in an SM file. I will think more about this - it's important to finalize it quickly.
2003-04-14 04:10:01 +00:00
Glenn Maynard
625b1beb04
add checkpoints
2003-04-12 16:12:01 +00:00
Glenn Maynard
8f74d7987b
revert unused change
2003-03-23 23:06:49 +00:00
Glenn Maynard
050e9bbaa3
Bend over backwards to avoid making an extra copy of each
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frame; this brings my high-res test clip from 12 to 22 FPS.
2003-03-23 23:02:40 +00:00
Chris Danford
e7b133cc0e
Warn, not Throw if movie codec isn't present.
2003-03-14 22:42:55 +00:00
Glenn Maynard
2bf152c2c2
const fix
2003-03-11 18:40:42 +00:00
Glenn Maynard
123cd35e17
Small movie texture optimization: honor the texture color depth.
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Another biggie is that we're copying every frame an extra time in
MovieTexture_DShow::NewData(). This is rather hard to fix without
bringing back the stability problems we had before; I need to think
about how to do this. (Commenting out this memcpy boosts my test
video to about 22fps, so this isn't minor.)
2003-03-11 18:27:10 +00:00
Glenn Maynard
db800d366c
fascinating whitespace changes
2003-02-20 21:58:06 +00:00
Glenn Maynard
c457452a49
add RageMovieTexture abstraction
2003-02-20 03:34:30 +00:00