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
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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
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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
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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.
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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