Commit graph

185 commits

Author SHA1 Message Date
Joel Teichroeb
21afde3846 GRIM: Move Sprite into it's own file 2013-07-07 17:25:35 -07:00
Christian Mayer
5769dffca2 EMI: Enable GL_BLEND when drawing EMI-model-faces
This fixes the fading in the EMI-intro
2013-07-02 22:38:34 +02:00
Dries Harnie
3196c0a0fb EMI: Draw to depth buffer if sortorder >= 100 2013-07-02 00:22:58 +02:00
Dries Harnie
a723b0e3f5 EMI: Draw background layers at intervals
Previously, we split the background layers into everything
before SO 15 and after, and drew like that. However, this caused
the pink ship in shi.setb to not be drawn.

This patch draws the layers of the background at intervals of ten.
So if a set has six layers, layer 5 is the background and 4,3,2,1,0
are rendered at sortorder 40,30,20,10,0.
2013-06-29 14:41:17 +02:00
Einar Johan Trøan Sømåen
960f48f0f7 GRIM: Initialize all members in GfxOpenGL. 2013-04-21 15:09:39 +02:00
Joel Teichroeb
c6aa8425dd GRIM: Fix C++11 related warnings 2013-04-02 13:08:38 -07:00
Giulio Camuffo
61eeb63278 GRIM: Add a config option to disable ARB shaders: "use_arb_shaders", defaulted to true 2013-01-21 17:04:26 +01:00
Giulio Camuffo
e3c85997a2 GRIM: Don't enable lighting if we're drawing the shadow. Fix #294 2013-01-12 14:20:51 +01:00
Joni Vähämäki
2c5bfd586e GRIM: Fixed formatting. 2013-01-02 02:20:51 +02:00
Joni Vähämäki
8b283945e4 GRIM: Fixed formatting. 2013-01-02 02:15:01 +02:00
Joni Vähämäki
12ef0d6ccb GRIM: Fixed regression in sprite drawing. 2013-01-02 00:50:26 +02:00
Paweł Kołodziejski
175620b62a ALL: change license headers from LGPL to GPL, and few updates 2012-12-19 23:15:43 +01:00
Einar Johan Trøan Sømåen
6cc1d9e6a0 EMI: Avoid using TIL-specific code for TGAs 2012-11-26 17:37:56 +01:00
Dries Harnie
b239104e7b EMI: Rename Offset to Layer 2012-11-26 02:08:58 +01:00
Dries Harnie
bde37f96a8 EMI: Over-draw some actors in Set::drawForeground
EMI draws portions of the background over actors
with sortOrder >= 15.
2012-11-26 02:08:58 +01:00
Einar Johan Trøan Sømåen
4f1f4aeb4d EMI: Implement DimScreen and add hacks to UnDimRegion to make it work 2012-11-21 18:17:24 +01:00
Paweł Kołodziejski
1ef0301b2f Merge pull request #666 from klusark/emidepth
EMI: Load TIL files correctly
2012-11-18 13:15:55 -08:00
Joel Teichroeb
84db0881fa EMI: Add BM_BGRA for correct sprite colour 2012-11-18 09:47:23 -08:00
Joel Teichroeb
e27a6ad833 EMI: Load TIL files correctly 2012-11-18 09:17:21 -08:00
Dries Harnie
a23f804d9a EMI: Add glViewport call to make APITrace happy 2012-11-18 17:28:15 +01:00
Dries Harnie
5ee405f01d EMI: Turn on glDepthMask after drawing sprites
Without glDepthMask(TRUE), glClear does not clear the depth buffer.
2012-11-18 17:06:54 +01:00
Einar Johan Trøan Sømåen
dbceb00cf0 EMI: Disable texturing on texture-less faces. 2012-11-14 20:57:18 +01:00
Dries Harnie
6334cc0290 EMI: Gfx::startActorDraw() accepts a quaternion 2012-11-13 21:51:11 +01:00
Dries Harnie
92213b0454 EMI: Properly scale sprites 2012-11-13 01:14:37 +01:00
Dries Harnie
23a7d90b28 EMI: Fix text positioning 2012-11-13 01:14:34 +01:00
Dries Harnie
cd7a441f50 EMI: Only allow transparent materials in EMI 2012-09-09 16:44:44 +02:00
Dries Harnie
20a8cb1caf EMI: Support transparent textures on actors 2012-08-28 22:36:42 +02:00
Dries Harnie
c900a088a8 EMI: Unify code paths in Gfx::startActorDraw 2012-07-03 20:03:17 +02:00
Dries Harnie
9d8f2afd09 EMI: Proper rendering of setups (OpenGL) 2012-07-03 00:20:45 +02:00
Dries Harnie
662e247c77 EMI: Pass scene.roll to Gfx::positionCamera() 2012-07-03 00:20:39 +02:00
Joel Teichroeb
75f393d958 GRIM: Use glColor3ub instead of glColor3f when appropriate 2012-05-05 18:20:55 -07:00
Joel Teichroeb
13a9e6fd3e GRIM: Make TextObject use const where appropriate 2012-05-05 18:20:54 -07:00
Joel Teichroeb
b223ca4880 GRIM: Make PrimitiveObject use const where appropriate 2012-05-05 18:20:54 -07:00
Paweł Kołodziejski
8eb957cda3 GRIM: shutup warnings 2012-04-16 06:47:02 +02:00
Dries Harnie
aa07163405 EMI: draw credits correctly 2012-04-13 20:02:07 +02:00
Dries Harnie
d7ee515961 EMI: render overworld actors using a straight coord system 2012-04-13 20:02:07 +02:00
Joel Teichroeb
dedb4f16b4 Merge pull request #600 from klusark/specialty
EMI: Implement Specialty Textures in OpenGL
2012-04-13 09:57:55 -07:00
Joel Teichroeb
11db32789c GRIM: Correctly render rectangles 2012-04-13 08:54:21 -07:00
Paweł Kołodziejski
30064b1e4f GRIM: opengl - revert draw rectangle without any offsets 2012-04-13 17:44:13 +02:00
Paweł Kołodziejski
553cbc04a8 GRIM: draw rectangle with same points position as for tinygl 2012-04-13 08:19:58 +02:00
Joel Teichroeb
78ec6f4aa9 EMI: Implement Specialty Textures in OpenGL 2012-04-12 17:59:41 -07:00
Joel Teichroeb
0dcfaf8fb1 GRIM: Do not include unneeded headers 2012-04-04 16:11:05 -07:00
Joel Teichroeb
44efbccff4 GRIM: Fix casting away const 2012-04-03 16:58:04 -07:00
Giulio Camuffo
aeedfb4aa3 GRIM: Use an ARB shader to dim a screen region if possible.
This is much faster than using glReadPixels/glDrawPixels.
2012-03-07 16:12:14 +01:00
Giulio Camuffo
471f296144 GRIM: Ask the max number of lights in OpenGL once, since it can be *really!* slow. 2012-02-24 17:41:52 +01:00
Giulio Camuffo
3344b3c756 GRIM: Setup the lights from the closest to the farthest to the actor position.
This way if OpenGL can't handle all the set lights it will use the most
important ones. Fix #481
2012-02-10 14:57:58 +01:00
Joel Teichroeb
7ff91c5817 GRIM: Various cleanups to code 2012-02-04 18:07:24 -08:00
Joel Teichroeb
505ec14fc3 GRIM: Greatly improved memory usage of bitmaps 2012-02-02 09:38:37 -08:00
Dries Harnie
c8297eeaec EMI: render scene in correct orientation 2012-01-31 20:01:03 +01:00
Einar Johan T. Sømåen
1e2858bc34 EMI: Connect up the animated vertices to the drawing. 2012-01-31 00:14:26 +01:00