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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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Actually neither glFlush nor glFinish need to be called manually [1].
However, the rendering pipeline is then free to queue up future frames
which can cause a lag which is especially noticable with mouse movement.
To avoid this lag, we call glFinish after SDL_GL_SwapBuffers. This makes
sure processing of the next frame does not start before the current
frame is being displayed.
[1] http://www.opengl.org/wiki/Common_Mistakes#glFinish_and_glFlush
Reviewed-by: Yohann Ferreira
Sounded-fine-to: Erik Schilling
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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.
Reviewed-by: Erik Schilling
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* Removed empty and unused function `setTargetPlane`
* Removed duplicated enabling of `GL_VERTEX_ARRAY`
* Removed strange smoothing code from `drawRescaledImage`
Reviewed-by: Erik Schilling
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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.
Reviewed-by: Erik Schilling
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Window positions are semi-smartly corrected as a result of the resize.
Not supported when using OpenGL on Windows for now.
Reviewed-by: Yohann Ferreira
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Reviewed-by: Thorbjørn Lindeijer
Reviewed-by: Yohann Ferreira
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This fixes overlay effects that are meant to scale with screen
resolution.
The problem was that the texture coordinates were not calculated
correctly. They were adjusted to the scaled size of the image, and when
scaling both the vertex and the texture coordinates, the image will
simply not appear scaled at all. Now the texture coordinates are
calculated based on the visible part of the original texture.
There was also a problem with the vertex coordinates, which were not
taking into account the visible part of the image.
TMW-Mantis-issue: 1047
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Resolves: Mana-Mantis #265.
Trivial fix.
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Use batch commands and not selecting already selected texture.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Signed-off-by: Tametomo <irarice@gmail.com>
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Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
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OpenGLGraphics::setVideoMode to stop Graphics::getWidth and getHeight returning 0
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Also remove some extra new lines and fix eAthena's PartyTab define guards.
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The current login wallpaper (as any streched ones) will look a bit less ugly...
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resolution isn't the default.
You'll have to add this in map properties, for instance if you're want to keep ratio on overlay 0:
<map version="1.0" orientation="orthogonal" width="128" height="128" tilewidth="32" tileheight="32">
<properties>
...
<property name="overlay0keepratio" value="true"/>
...
</properties>
</map>
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The SDL methods to rescale the wallpaper has been optimized to permit rescaling
at load time while OpenGL draws directly rescaled. Does someone know how to smooth
the rescaled image under OpenGL?
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Shouldn't affect performance.
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Conflicts:
Many files.
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Reviewed-by: trapdoor
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the open source project Wormux. To improve SDL performance, the number
of layers that are pushed out to the hardware or software buffers should
be reduced, which is where this function comes into play, as it combines
two surfaces together so that the number of blit operations is reduced.
This function is currently not used, but will be used once a good way to
link each of the target systems is determined so that it only initiates
when SDL is enabled, as well as making sure that each hook that uses
this function is benefiting from it sufficiently. At the moment, it's
suspected that the particle engine will likely be the most likely to
benefit from this function, followed by tile drawing, then sprite drawing.
Signed-off-by: Ira Rice <irarice@gmail.com>
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d654758ef63f6515d678ceaf77d63a2693e08fb7, but for SDL instead. This
currently doesn't buy too much, but it's a little better than it used to
be.
TODO: Find out why SDL is bottlenecked, and try to bring its performance
up to OpenGL levels, if possible.
Signed-off-by: Ira Rice <irarice@gmail.com>
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that position. This makes it so that when resolutions are changed, the
default locations stay relative to the window's position, and not the
800x600 screen resolution.
Signed-off-by: Ira Rice <irarice@gmail.com>
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useful since buddy lists are tracked through the player relation
interface instead)
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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This dates back to the old days of TMW, but the usage instructions of
GPLv2 don't mention this being necessary. Since it doesn't add anything,
avoid the branding in these sections.
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(cherry picked from mainline commit f6f8b2f885145d4cacf7a6c42d88b6a39f71b366)
Conflicts:
src/openglgraphics.cpp
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by me accidently removing the include for main.h in openglgraphics.
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statements, as well as removing the new skill dialog, which we do not,
nor will we use (if we do, it'd be a new one that we'd make).
WARNING!!! This, and all other previous builds have a linker error for
the Gnome libraries version 4.3.2 on my setup. It's assumed that this is
also the case for other users of this library as well. I'm currently
assuming that there's a bug in the compiler itself, and will look into
reporting this, but in the mean time, it doesn't build for these users,
unfortunately. Sorry about this.
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emoticons, so alt can be used for alternate characters. Disable vsync
on mac.
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including optimization of OpenGL memory usage on modern OpenGL drivers.
Patches by Guillaume Melquiond.
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from the 0.1.0 branch.
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rectangles in equipment window.
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library name in Dev-C++ project file, switched version to 0.0.20.
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