Jonas Kulla
7236ca0515
Spacing
2013-10-19 01:47:12 +02:00
Jonas Kulla
82e2901726
Plane, Sprite: Fix Bitmap flushes in draw handler
...
Comparing the current SceneElement classes to the earlier
written documentation actually immediatelly exposed some
bugs. Yay! :D
2013-10-17 15:28:55 +02:00
Jonas Kulla
52dd1dbe2f
Bitmap: Add warning to 'flush()'
2013-10-17 15:28:43 +02:00
Jonas Kulla
f67a73cb4f
Attempt at better documentation for SceneElement subclasses
2013-10-17 15:27:48 +02:00
Jonas Kulla
f5a178b9bb
Add config option "fixedFramerate"
2013-10-17 02:18:16 +02:00
Jonas Kulla
9dcd09d64f
Serialization: Fix typos resulting in corrupted data
2013-10-17 01:01:25 +02:00
Jonas Kulla
9e3d7f579c
Bitmap: Use PixelStore to avoid aux clip surface
2013-10-16 22:54:05 +02:00
Jonas Kulla
397856089d
Tilemap: Optimize atlas assembly from mega surface tileset
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Use 'glPixelStorei()' parameters to upload sub images
directly from the same surface instead of creating
helper surfaces to upload from.
2013-10-16 19:20:36 +02:00
Jonas Kulla
94911b61a6
Revert "Always request OpenGL Core profile"
...
This reverts commit 34d4103111
.
Turns out we need at least GLSL 1.50, for which we'd
have to throw our OpenGL 2.0 compatibility in the water.
Nope, not yet.
2013-10-16 00:04:01 +02:00
Jonas Kulla
1e98413a7e
Init: Print various GL implementation strings
2013-10-15 23:19:52 +02:00
Jonas Kulla
6b20147a72
Table: Minor cleanups
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Fix up comment style and remove the MIN macro
in favor of the template defined in util.h.
2013-10-15 19:39:29 +02:00
Jonas Kulla
bf5e80dd6a
Init: Check for OpenGL 2.0 and destroy context on error
2013-10-15 19:35:03 +02:00
Jonas Kulla
36b904ede3
Clean up serialization helpers and add endianness check
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We don't handle big endian at the moment, so let's
error out on that.
2013-10-14 12:57:30 +02:00
Jonas Kulla
2a83cfc1e1
Init: glClear the window as early as possible
2013-10-14 03:03:31 +02:00
Jonas Kulla
caccee5db2
Fix up glew include paths
2013-10-14 02:22:34 +02:00
Jonas Kulla
39436ad231
Fix up SDL2 include paths
...
Using "SDL2/SDL_xxx.h" instead of "SDL_xxx.h" caused
the include paths provided by pkg-config to be ignored,
and headers from a standard include path to be used instead.
2013-10-13 23:21:34 +02:00
Jonas Kulla
8b9c501249
Remove useless SDL_Init() flag
2013-10-13 23:07:40 +02:00
Jonas Kulla
23e712a730
Tilemap: Draw consecutive scanrows in one draw call
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If consecutive scanrows in the scene list have no foreign
elements in between them, we batch them up and draw them
in one glDrawElements() call.
This should reduce the Tilemap induced draw calls on
average by at least 50 percent.
2013-10-13 22:00:38 +02:00
Jonas Kulla
99cfe9aefd
Tilemap: Optimize scanrow z ordering
2013-10-13 12:58:56 +02:00
Jonas Kulla
69637c75af
Replace Qt functions deprecated in 5.0
2013-10-11 10:32:56 +02:00
Jonas Kulla
8b96174457
Fix broken asset include path
2013-10-10 12:50:04 +02:00
Jonas Kulla
4af4f5bd6b
Ensure attached autotiles aren't mega surfaces
2013-10-09 18:08:44 +02:00
Jonas Kulla
8b53681e11
Turn on 'fixedAspectRatio' by default
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This is more consistent with RMXP's behavior.
2013-10-09 14:17:21 +02:00
Jonas Kulla
f8e8ece946
Forgot to add license header
2013-10-09 13:44:15 +02:00
Jonas Kulla
cb6f73f7df
Rename 'GlobalState' to 'SharedState' to avoid confusion with GLState
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This was particularly nasty with the shorthand macros
'gState' and 'glState'. The former is now 'shState'.
2013-10-09 12:30:33 +02:00
Jonas Kulla
807bee5748
Print info about shader compilation to console
2013-10-09 12:26:42 +02:00
Jonas Kulla
ba304feb54
Minor code move
...
Move animation based state data together and add comments
2013-10-09 11:52:39 +02:00
Jonas Kulla
34d4103111
Always request OpenGL Core profile
2013-10-08 06:29:05 +02:00
Jonas Kulla
dd25323cdd
Ifdef out more RGSS2 functionality
2013-10-06 10:28:03 +02:00
Jonas Kulla
49e7b66a53
Bitmap: s/tex/gl
2013-10-06 08:54:16 +02:00
Jonas Kulla
89238aebe9
s/rgss/RGSS
2013-10-06 07:11:03 +02:00
Jonas Kulla
26843f2e51
Implement FPS display (F2 to toggle ON/OFF)
2013-10-06 07:05:01 +02:00
Jonas Kulla
41675859dd
Actually destroy duplicated PHYSFS_Io instance on close
...
Fixes crash after loading about a hundred maps
2013-10-06 05:11:22 +02:00
Jonas Kulla
958af38442
Optimize archive reading
...
This should be almost as fast as reading unencrypted
files from disk now. I also don't see any possible further
optimizations, so this is probably as fast as it gets.
2013-10-04 07:52:40 +02:00
Jonas Kulla
a9fc44f79d
Fix filesystem init for relative 'gamePath's
2013-10-03 22:11:25 +02:00
Jonas Kulla
4ddc487f17
Fix a critical bug with seeking in archives
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Also, other small cleanups on the way.
2013-10-03 22:09:35 +02:00
Jonas Kulla
d20b652155
No point in drawing spaces
2013-10-03 00:48:12 +02:00
Jonas Kulla
d8dab9c429
Start ifdef'ing out RGSS2 functionality
2013-10-02 22:40:09 +02:00
Jonas Kulla
751b9c3ae5
Clip text surface to texture bounds on fast upload
2013-10-02 21:39:44 +02:00
Jonas Kulla
bb70c39811
Ensure SDL_image and SDL_ttf initialize correctly
2013-10-02 13:50:58 +02:00
Jonas Kulla
0f58852e2b
Remove GL_ARB_imaging requirement
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Mesa doesn't have it, and I'm not sure it really
serves any purpose at all.
2013-10-02 13:35:14 +02:00
Jonas Kulla
7b97075282
Remove unnecessary allocations
2013-10-01 18:27:22 +02:00
Jonas Kulla
a54acce6b7
Implement Bitmap 'blur'
...
I was a bit confused at first because I thought Enterbrain
had actually implemented a full Gaussian blur, but nope,
just dumb averaging.
2013-10-01 18:12:52 +02:00
Jonas Kulla
20ec560145
Wrap color clear in 'FBO::clear()' convenience function
2013-10-01 13:10:14 +02:00
Jonas Kulla
ceb7821362
Minor code style fix
2013-10-01 12:15:28 +02:00
Jonas Kulla
8baa76541c
Merge branch 'bitmap_blur'
2013-10-01 12:06:40 +02:00
Jonas Kulla
baff4e362e
Fix minor GPU timer query issue
2013-10-01 12:05:58 +02:00
Jonas Kulla
9f26ff9fb0
Port over Bitmap 'radial_blur' from old SFML codebase
...
This implementation is also heaps better than the old
one as it doesn't use a (differently sized) aux texture,
meaning the Bitmap discards its old texture and aquires
one of same size, making reuse through the TexPool a
lot more likely. It also saves on the aux texture blits
and binding switches.
As the setup / resource acquisition far outweighs the
actual rendering cost, operation time is relatively
constant no matter how many divisions are used.
2013-10-01 12:03:20 +02:00
Jonas Kulla
b5afeadb5b
Fix null deref
2013-10-01 02:29:02 +02:00
Jonas Kulla
73d5cb5bad
Comment out unsupported audio formats
2013-10-01 02:28:46 +02:00