Commit Graph

65 Commits

Author SHA1 Message Date
Steve Checkoway c4b751ef02 Unnecessary includes. 2008-12-23 02:46:50 +00:00
Steve Checkoway 264121edb8 Remove BLAS stuff. These matrices are too small for this to be useful. 2008-12-23 02:42:10 +00:00
Glenn Maynard d277f4733d add RageQuadratic::SetFromCubic 2007-01-19 06:45:59 +00:00
Steve Checkoway 97d1a98020 Cleanup formatting, comment. 2006-12-02 19:33:17 +00:00
Glenn Maynard 5595cd0443 typo 2006-09-26 06:56:39 +00:00
Glenn Maynard beef1efa87 partial ARRAYSIZE -> ARRAYLEN 2006-08-08 18:57:00 +00:00
Steve Checkoway a07e194cf1 Revert. Fixes Linux build. 2006-07-18 05:51:37 +00:00
Jason Felds 366c3440d4 Fix VC8 macro redef warning. (more to come) 2006-07-18 03:56:37 +00:00
Steve Checkoway 8e6f2f6f5c Fix warning in debug build. 2006-06-16 07:06:39 +00:00
Chris Danford faa88362db disable GSL vector lib on MacOS x86 2006-02-21 04:52:39 +00:00
Glenn Maynard 61f5eeb5e5 cleanup 2006-02-03 19:56:56 +00:00
Glenn Maynard a62788fb9f Split out tween weighting functions. Add tweening from 1d and 2d
bezier curves.

The "bouncebegin" and "bounceend" tweens are now implemented in Lua,
using 2D beziers which approximate the old behavior very closely.
Added "ease" tween, which works like Flash's.

Custom tweens can be used, passing in a table of 4 values for a
1D bezier, or 8 values for 2D.

   tween,.5,TweenBezier,{ 0, p1, p2, 1 }
   tween,.5,TweenBezier,{ 0, 0, x1, y1, x2, y2, 1, 1 }

As with all tweens, the first parameter is the duration.

The 1D bezier { a, b, c, d } is equivalent to the 2D bezier
{ 0, a, 1/3, b, 2/3, c, 1, d }, but a 1D bezier is more efficient.
2006-01-23 05:48:40 +00:00
Glenn Maynard 075ada3a71 cleanup 2006-01-23 03:03:01 +00:00
Steve Checkoway aa0f90feae __MACOSX__ --> MACOSX, keep __MACOSX__ for ogg. 2005-10-24 10:37:56 +00:00
Steve Checkoway 6289241cdb namespace pollution fix 2005-08-20 06:19:33 +00:00
Chris Danford 32c3953726 "scale, rotate, translate", not "rotate, scale, translate". It's amazing that this is a day 1 bug. 2005-07-25 17:57:42 +00:00
Steve Checkoway 99387583f9 DARWIN -> __MACOSX__ 2005-06-21 08:56:36 +00:00
Steve Checkoway 0bb1e19481 Fast matrix and vector multiply on Mac OS X. 2005-06-21 08:04:42 +00:00
Chris Danford 0ac5e2b008 add Skew for faux italic fonts 2005-05-02 21:43:27 +00:00
Chris Danford 0a59982608 fix accuracy of sin(PI)
optimize
2005-04-05 22:06:10 +00:00
Chris Danford 5228c309ac fix VC6 error 2005-04-03 11:48:15 +00:00
Steve Checkoway 1e07e76dcc Fix warnings. 2005-04-03 07:49:49 +00:00
Chris Danford 5e7afa7f77 fix garbage value for 2nd sample 2005-04-01 07:28:48 +00:00
Chris Danford 43948c2134 lerp in FastSin to fix shimmer in MusicWheel 2005-03-30 03:59:33 +00:00
Chris Danford bb6592a4e7 use float.h and limit.h constants instead of arbitrary large numbers 2005-03-25 20:01:51 +00:00
Steve Checkoway ae02033893 Fix warnings. 2005-03-23 21:04:40 +00:00
Chris Danford 7ca20486ef use sin lookup table to fix terrible performance with float and tipsy performance on some archs 2005-03-22 00:58:05 +00:00
Glenn Maynard bf80420cd8 short desc in the header, long desc in the implementation 2005-02-05 03:18:27 +00:00
Glenn Maynard 944bba77b6 I don't remember what RageMatrixCommand was for. Remove it. 2005-02-05 03:15:40 +00:00
Glenn Maynard 3e389c103b Translation and scaling (when applied in that order) are trivially combined;
save a matrix multiply for every actor.  (Maybe we can avoid doing any,
for objects which are neither rotated nor scaled--such as those positioned
based on their parent--but I'm not sure it's worth it.)  Rotations can be
combined without doing a full matrix multiply, too; if an actor rotates at all,
only do one matrix multiply.
2005-02-05 03:12:04 +00:00
Glenn Maynard aceff788bf remove wasteful and mostly unused matrix math helpers (pass by reference,
don't return by value)
2005-02-05 02:42:33 +00:00
Chris Danford ed19821e09 rename: ActorCommand -> Command
Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
2004-12-03 05:19:46 +00:00
Glenn Maynard aad73b53e9 (float) atof() -> strtof(), which computes in float instead of computing in
double and casting to float, which is silly
2004-08-10 20:57:59 +00:00
Glenn Maynard 211f9b852a use Dialog 2004-06-10 22:47:51 +00:00
Glenn Maynard f9f10e2372 more license updates 2004-05-06 02:40:33 +00:00
Glenn Maynard 5463520a12 fix rounding error: acosf(cosom) becomes 0, causing div/0 2004-04-26 03:11:19 +00:00
Steve Checkoway 20a8bab45c Clean up includes. 2004-04-05 05:22:32 +00:00
Jason Felds cc99e4f471 A line that is new has arrived; it's true. 2004-01-13 01:15:38 +00:00
Glenn Maynard 2f73025f77 simplify, fix warnings 2003-12-26 01:09:43 +00:00
Chris Danford e3cc4e3ff5 cleanup Model, remove MathUtil files, fix col major/row major errors 2003-12-24 12:30:41 +00:00
Glenn Maynard 63106abd5e add regular RageQuatFromHPR and simple AABB functions 2003-12-20 03:51:25 +00:00
Chris Danford c123681854 move IsWindowed check inside of ArchHooks_Win32 2003-11-15 06:08:13 +00:00
Chris Danford 70446551a9 add half-finished screen centering code (necessary for arcade and Xbox) 2003-10-11 01:51:36 +00:00
Chris Danford 8158ca8770 compiles on Xbox (still a CRT linking error though) 2003-07-11 03:15:28 +00:00
Chris Danford f34d409d6e DDR-like camera motions for DancingCharacters 2003-06-07 22:20:39 +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
Chris Danford 73e1e30ac3 #if defined(WIN32) || !defined(_XBOX) -> && !defined(_XBOX) 2003-05-29 00:15:11 +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
Glenn Maynard 5e8eaf3096 Fix ortho projections in OpenGL.
D3D still isn't correct.
2003-05-23 21:10:25 +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