Commit Graph
18 Commits
Author SHA1 Message Date
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).
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
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 ...
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.
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
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.
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