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
Einar Johan T. Sømåen
76bac36b7d
EMI: Move the emi-specifics into its own subfolder
2012-01-29 16:14:36 +01:00
Joel Teichroeb
aa814e3334
GRIM: Enhance the way that colors are given to lua.
2012-01-27 11:47:28 -08:00
Paweł Kołodziejski
cea5828be3
GRIM: implement scaling for screenshot and add filtering
2012-01-27 20:01:12 +01:00
Paweł Kołodziejski
29d224bde7
GRIM: change values to format
2012-01-27 20:00:30 +01:00
Paweł Kołodziejski
1d2dff02ca
unconst resolutions
2012-01-27 19:59:34 +01:00
Paweł Kołodziejski
462a94a1ad
formating
2012-01-27 19:58:17 +01:00
Paweł Kołodziejski
ff35a3aeff
formating
2012-01-27 18:01:44 +01:00
Paweł Kołodziejski
9724379d6b
formating
2012-01-27 17:44:33 +01:00
Paweł Kołodziejski
c9eb66b853
simplify code
2012-01-27 17:28:56 +01:00
Paweł Kołodziejski
9b587582a4
fixed compile warnings
2012-01-27 13:48:36 +01:00
Einar Johan T. Sømåen
63bacaf771
GRIM/GFX: Make OpenGL scalable and resolution-independent.
2012-01-27 09:34:25 +01:00
Giulio Camuffo
3d14f4d309
GRIM: Make Bitmap use PixelBuffer extensively.
2012-01-24 21:36:48 +01:00
Giulio Camuffo
b42bbe5259
TinyGL: Support for different color modes, part 2.
2012-01-24 21:36:47 +01:00
Giulio Camuffo
158a19df31
TinyGL: Support for different color modes, first part.
2012-01-24 21:36:46 +01:00
Joel Teichroeb
e63b9824b8
GRIM: Fix the zbuffer when the source is incorrectly set to 0xf81f Fixes #255
2012-01-21 17:32:57 -08:00
Joel Teichroeb
f44c9920e8
GRIM: Fix drawing of rectangles
2012-01-17 20:27:52 -08:00
Einar Johan T. Sømåen
c5120b5cb2
EMI: Use GL_BGR directly instead of converting.
2012-01-10 06:39:04 +01:00
Einar Johan T. Sømåen
79637c5538
EMI: Add texture-support for OpenGL
...
Also disable texture-usage in EMI for TinyGL right now,
as that needs additional work, adding in RGB/BGR-support.
2012-01-07 03:16:55 +01:00
Paweł Kołodziejski
e350c7f777
renames
2012-01-06 23:29:45 +01:00
Pawel Kolodziejski
4fa79cd323
rename -> ResidualVM
2012-01-06 11:37:57 +01:00
Einar Johan T. Sømåen
13692224dd
EMI: Add basic Texture-loading, and disable it for now
2012-01-02 14:00:05 +01:00
jj
c3e3230161
GRIM: Make sure all ctor paths of BitmapData properly initialize all member variables. Have GfxOpenGL::destroyBitmap and Bitmap::freeData() safely delete their contents to leave no dangling pointers behind.
2011-12-30 16:57:35 +01:00
Einar Johan T. Sømåen
3b87c4f66b
GRIM/EMI: Add drawing of meshes
...
This only adds in drawing of meshes, textures are still not
done, and skeletal animation is fully missing, however, this
commit marks the first one where anything 3D is visible
in EMI.
2011-12-30 12:53:49 +01:00
Giulio Camuffo
e6ccad7657
GRIM: Better handling of the bounding boxes for the actors' text objects.
2011-12-12 18:57:17 +01:00
Giulio Camuffo
6cbd5e9f51
GRIM: Make sure to draw the shadows behind the actors with the OpenGL renderer.
...
It fixes bug #297 when playing with the GL renderer.
2011-12-12 12:30:21 +01:00
jj
f35e93b30e
Fix a problem with the depth rendering ARB fragment shader where it tried to output a 4-vector to result.depth, which is a scalar. Intel drivers silently wrote z=0 to the result.depth output. Now instead do an explicit texture read of the first component. Fixes #330 .
2011-11-01 06:23:41 +08:00
jj
abfd5bf24c
Fall back to not using the depth shader if its compilation fails. Related to issue #330 , but does not fix it.
2011-11-01 06:23:41 +08:00
Giulio Camuffo
6a3dc3e9c8
GRIM: Turn off the lights of a set when changing it.
2011-10-18 18:01:52 +02:00
Einar Johan T. Sømåen
6c5a25f3f7
GRIM: Change Surface into a forward-declare
2011-10-01 22:40:31 +02:00
Einar Johan T. Sømåen
5e93a6f9b1
GRIM: Refactor the smush-decoder into a subclass of VideoDecoder
2011-10-01 02:51:55 +02:00
Giulio Camuffo
73684f1fbc
GRIM: Rename Scene to Set, and scene.{h,cpp} to set.{h, cpp}.
2011-09-19 16:53:08 +02:00
Giulio Camuffo
bcf08a706a
GRIM: More descriptive names for some methods.
2011-09-18 18:46:20 +02:00
Giulio Camuffo
d036ca27dc
GRIM: Use the new Math::Angle class.
2011-09-18 16:24:08 +02:00
Giulio Camuffo
a900a5ab10
MATH: Further work on the Matrix class.
...
The vectors are now matrices.
2011-09-14 23:06:14 +02:00
Giulio Camuffo
0083c8619c
MATH: Move the math classes to their own math/ dir and Math namespace.
2011-09-14 23:05:52 +02:00
Giulio Camuffo
1fbbd24aee
GRIM: Port Actor, Bitmap, Color, Font, Primitive, ObjectState, Scene, TextObj to PoolObject.
...
These are the classes that go into Lua, and so are kept in a pool,
indexed with an id.
2011-09-07 23:08:59 +02:00
Einar Johan T. Sømåen
dd93a20da8
GRIM: Rename smush-functions in GFX to movie
2011-08-14 18:35:49 +02:00
Einar Johan T. Sømåen
e6778e84d9
GRIM: Use VAOs for Iris
2011-08-13 11:53:27 +02:00
Giulio Camuffo
b83d432dd7
GRIM: Implemented L1_PreRender().
2011-07-29 23:02:52 +02:00
Giulio Camuffo
1c62f04688
GRIM: Fix the focus point of the iris.
2011-07-29 22:49:08 +02:00
Giulio Camuffo
497dabe1b0
GRIM: Every material image have its own properties, not shared in all the material.
2011-07-28 22:21:16 +02:00