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.
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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
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
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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
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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.
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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