Age | Commit message (Collapse) | Author | Files | Lines |
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Reviewed-by: Stefan Beller.
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Tested-by: Frost.
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Reviewed-by: Ablu
Conflicts:
src/gui/viewport.cpp
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It does not know 'ushort', and this variable should be 'size_t' anyway.
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Throw away the old layout rather than trying to reuse it and crashing
cause of collisions.
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Hacked Graphics::drawRescaledImage a bit to make it work...
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Before it was only enabled by default for Mac.
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Added some margin and made the shortcut window not movable/resizable.
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This does not seem like a good idea at the moment.
This reverts commit 7d0ba78e45a6f8d0e99dcde2a2f06fa98dfbee83.
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Moved it to the top-right.
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Moved player status bars to the top-right, next to the window menu. Used
the layout for dynamic adjustments to screen resolution.
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Just in case I don't get around to do anything better...
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Qualifying enum values by the name of the enumeration is a C++11
feature.
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We have no emotes for now, and we will never trigger them from such an
ugly shortcut window anyway.
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They allowed using gcn::Image, which in turns allows using gcn::Icon
and gcn::ImageFont, but none of this is actually used anymore.
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Maybe it used to be necessary for these methods to be virtual, but this
is no longer the case. Hence we can avoid wasting CPU ticks searching
through virtual function tables, especially for frequently used methods
like getWidth, getHeight and setAlpha.
MapLayer::getTile was inlined.
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An optimization in the tile layer rendering code meant for drawing
repeated tiles faster was not taking into account the case where the
tile width does not match the width of the tile grid.
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connecting to tmwAthena server.
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Also removed all the hardcoded sizes of the various setup tabs. Instead,
support for dynamically adjusting layout was added to the Container
class.
Various other places were also adapted to use the new layout support in
Container.
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It was doing the relayout using the unscaled screen dimensions.
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Always enabled at the moment.
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Actually for me it doesn't list 640x360 anyway, but it might for some
people I guess.
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Change is tested.
Reviewed-by: bjorn.
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When uploading an SDL surface to an OpenGL texture, it was always making
a copy that had the desired size and pixel format. Now this copy is no
longer being made when the existing surface already has the target size
and pixel format.
In fact most images are already in 32-bit RGBA format after loading them.
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While simply specifying "4 components" works, it is preferred to specify
the actual image format like GL_RGBA8 in our case.
http://www.opengl.org/wiki/Common_Mistakes#Image_precision
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This should never be needed [1].
[1] http://www.opengl.org/wiki/Common_Mistakes#glFinish_and_glFlush
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If the graphics driver supports this, there is no need to create
textures with power-of-two dimensions. It is then also preferred to use
regular textures than relying on the older GL_ARB_texture_rectangle
extension.
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* Removed empty and unused function `setTargetPlane`
* Removed duplicated enabling of `GL_VERTEX_ARRAY`
* Removed strange smoothing code from `drawRescaledImage`
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Textures were not rendering correctly on cards that did not support the
GL_ARB_texture_rectangle extension, since the alternative code path was
passing ints as floats and floats as ints to OpenGL.
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This reverts commit 137ade7226af37d073a5755b90181275664dd65c.
Turns out that when leaving the default values, the textures won't
actually work since they are incomplete unless the mipmaps are generated
(since GL_TEXTURE_MIN_FILTER is GL_NEAREST_MIPMAP_LINEAR by default).
For now we don't want to generate mipmaps anyway since we're going for a
pixely look, so revert the filters back to GL_NEAREST.
The reason this had worked for me is because on my system the texture
type GL_TEXTURE_RECTANGLE_ARB is used instead of GL_TEXTURE_2D and this
texture type does not support mipmaps.
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Looks nicer in the game in my opinion.
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As discussed on IRC we agreed to remove the particle and ambients effects
options. They are important for the game play and should stay enabled.
Also moved the remaining options right to the resolution selection since there
is enough space for them now.
Change is tested.
Reviewed-by: bjorn.
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At some window sizes, lines would flicker in between the tiles. This
happened when the window size was not dividable by the scaling factor.
Fixed by setting a slightly smaller viewport in this case (which will
hopefully not cause other issues).
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Mouse handling is broken when the game only fills a subset of the screen,
and this doesn't look very nice either. Do the same as done in OpenGL
mode for now.
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