Age | Commit message (Collapse) | Author | Files | Lines |
|
modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
|
|
|
|
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.
Reviewed-by: Erik Schilling
|
|
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.
Reviewed-by: Erik Schilling
|
|
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
Reviewed-by: Erik Schilling
|
|
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
|
|
Reviewed-by: Stefan Beller
|
|
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.
|
|
The scaled wallpaper looks quite a bit better when linear texture
smoothing is applied, and I could not measure a significant difference
in framerate from setting the texture filter to GL_NEAREST. Hence it
seems not necessary to me to introduce the smoothing as an option.
The default value for GL_TEXTURE_MIN_FILTER is GL_NEAREST_MIPMAP_LINEAR
and the default for GL_TEXTURE_MAG_FILTER is GL_LINEAR. These make sure
that the texture is reasonably smoothed by using the weighted average of
the nearest four pixels.
Reviewed-by: Erik Schilling
|
|
Image::SDLgetScaledImage was changed so that it tries to find an existing
scaled version of the image first, and generates it when none exists.
When it needs to generate one, this resource is added to the resource
manager, partly to avoid duplicating the work later but mainly to keep
memory management straightforward.
This function also used to leak the scaled SDL_Surface since it wrongly
assumed that Image::load would free it.
To avoid filling up the memory with scaled wallpapers that are waiting
30 seconds until they will be deleted, the Resource::decRef function was
extended with a parameter that allows telling it what to do with orphans.
Calling decRef with Resource::DeleteImmediately will delete the resource
immediately in case the resource is orphaned.
Reviewed-by: Yohann Ferreira
|
|
|
|
Reviewed-by: Yohann Ferreira
|
|
This avoids the creation of a temporary buffer containing a complete
file for the sole purpose of wrapping it up in an SDL_RWops.
The necessary wrapper is by Ryan C. Gordon and is included in the
PhysFS repository under 'extras'.
Reviewed-by: Yohann Ferreira
|
|
- Now OpenGL and the transparency disabling are set at startup and
not read again for displaying graphics, preventing graphic errors
before startup.
- We also agreed long time ago that SDL specific functions
should have a SDL prefix. The header has been rearranged a bit
to do so.
- Also fixed a possible discrepancy in the hasAlphaChannel() function.
Reviewed-by: CodyMartin.
Resolves: Mana-Mantis: #260.
|
|
This disables the Image::setAlpha() function, which
uses 60% of the client's CPU cycles.
When enabled, visual quality is slightly decreased,
especially with the particle system.
Toggling this setting On from an Off state requires
a client restart or the graphics look quite funny.
Bertram's addition:
- Renamed 'Low CPU' to 'Disable transparency (Low CPU)' in the gui
for better understanding.
- Removed the sprite display with 30% opacity when disabling
transparency since it made monsters and drops be drawn above all layers
at full opacity.
- Made the OpenGL mode disable the 'low CPU mode'.
- Fixed the GUI logic as much as possible. Please note that the GUI opacity
slider stays enabled when transparency is disabled even if told to be disabled
in that case.
Reviewed-by: CodyMartin, 4144, MadCamel.
|
|
Enabled by default.
Can be disabled in configuration option "alphaCache" if set it to 0.
Reviewed-by: Bertram
|
|
Use batch commands and not selecting already selected texture.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
|
|
|
|
|
|
Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
|
|
|
|
Also remove some extra new lines and fix eAthena's PartyTab define guards.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This will later be used to keep the original alpha value...
|
|
|
|
|
|
|
|
This all will be useful for my next patch: Repair windows opacity break in SDL mode.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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?
|
|
There is also a new rule that trivial constructors and destructors
should no longer be trivially "documented", since this just takes up
space with no gain.
|
|
Conflicts:
Many files.
|
|
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>
|
|
useful since buddy lists are tracked through the player relation
interface instead)
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
subimage class so that when OpenGL isn't enabled, GUI opacities can
still be applied.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
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.
|
|
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.
|
|
|
|
svnmerge from
https://themanaworld.svn.sourceforge.net/svnroot/themanaworld/tmw/trunk
(dynamic recoloring of sprites and related changes)
........
r3705 | gmelquio | 2007-11-03 10:58:25 +0100 (Sat, 03 Nov 2007) | 1 line
Fixed double load of hair graphics.
........
r3706 | gmelquio | 2007-11-03 22:04:51 +0100 (Sat, 03 Nov 2007) | 1 line
Added automatic recoloring of images. Inspired by fungos' ideas (PR #41).
........
r3707 | gmelquio | 2007-11-03 22:08:21 +0100 (Sat, 03 Nov 2007) | 1 line
Experimented recoloring on scorpions.
........
r3708 | gmelquio | 2007-11-04 12:52:44 +0100 (Sun, 04 Nov 2007) | 1 line
Tightened palette handling.
........
r3709 | gmelquio | 2007-11-04 12:54:31 +0100 (Sun, 04 Nov 2007) | 1 line
Experimented with scorpions again.
........
r3710 | gmelquio | 2007-11-04 16:40:37 +0100 (Sun, 04 Nov 2007) | 1 line
Applied recoloring to hair styles.
........
r3711 | gmelquio | 2007-11-04 17:50:37 +0100 (Sun, 04 Nov 2007) | 1 line
Converted slimes to recoloring.
........
r3742 | gmelquio | 2007-11-16 14:16:00 +0100 (Fri, 16 Nov 2007) | 1 line
Sped up recoloring of transparent pixels.
........
|