Bastien Bouclet
ed38c20cce
OPENGL: Add a Context class used to describe the active OpenGL context
2016-02-06 08:02:50 +01:00
Bastien Bouclet
6c78bcebe4
GRAPHICS: Move opengles2 files to the opengl folder
2016-02-06 08:02:49 +01:00
Bastien Bouclet
4c2c1b4d36
GRAPHICS: Set the namespace for OpenGL classes to OpenGL
2016-02-06 08:02:27 +01:00
Bastien Bouclet
c16fec3a71
SDL: Unbind the shader after drawing
...
Otherwise the next call to Shader::use may still
mistakenly consider it to be active, and do nothing.
2016-01-16 08:06:01 +01:00
Dries Harnie
ae4601c303
JANITORIAL: Code style fixes
2015-08-17 13:25:46 +02:00
Dries Harnie
8fc79af213
SYSTEM: Add side textures as a System feature
2015-08-17 13:25:46 +02:00
Dries Harnie
d2756876b8
GRAPHICS: Implement side textures for TinyGL
2015-08-17 13:25:45 +02:00
Dries Harnie
6a85a3360f
GRAPHICS: Factor out drawSideTexturesOpenGL
2015-08-17 13:25:45 +02:00
Dries Harnie
a07c8ce0ac
GRAPHICS: Pass Graphics::Surface* to setSideTextures
2015-08-17 13:25:45 +02:00
Dries Harnie
b2b7a0c0cb
GRAPHICS: Render side-textures with correct aspect
2015-08-14 15:24:56 +02:00
Dries Harnie
4a0738a811
GRAPHICS: Allow for flipping side textures
2015-08-14 15:24:56 +02:00
Dries Harnie
f394a6b2db
GRAPHICS: Draw side textures if fullscreen
2015-08-14 15:24:56 +02:00
Dries Harnie
4c179a5584
GRAPHICS: Merge drawFrameBufferOpenGL{,Shaders}
2015-08-14 15:24:54 +02:00
Dries Harnie
36c8b3d2d5
GRAPHICS: Move common OpenGL files into graphics/opengl
2015-05-27 10:08:25 +02:00
Dries Harnie
bc80a12978
GRAPHICS: Inherit FrameBuffer from Texture
2015-05-27 10:06:16 +02:00
Dries Harnie
9e1b0f1516
BUILD: Promote GLEW to configure option
...
# Conflicts:
# backends/graphics/surfacesdl/surfacesdl-graphics.cpp
2015-05-11 16:56:56 +02:00
Pawel Kolodziejski
4fe80cd669
ALL: synced with ScummVM
2015-04-19 07:43:34 +02:00
Dries Harnie
5ab3f43b52
GRAPHICS: Disable alpha testing when drawing frame buffer to screen
...
Fixes #1165 .
2015-02-06 10:12:18 +01:00
Pawel Kolodziejski
a8d4f76f37
ALL: drop SamsungTV port, it will never be fast enough to be playable
2015-01-17 07:57:45 +01:00
Pawel Kolodziejski
ed6a7a067f
SDL: For TinyGL only change resolution to desktop in fullscreen mode when aspect ratio is on
2014-12-30 12:57:40 +01:00
Bastien Bouclet
3973f8f539
GRAPHICS: Fix mouse scaling with fullscreen TinyGL
2014-12-04 20:27:11 +01:00
Pawel Kolodziejski
778618eacb
SDL: no need additional 'if'
2014-12-04 19:08:52 +01:00
Dries Harnie
c79d49b537
GRAPHICS: Add 'fullscreen_res' option
...
This option allows users to specify the exact resolution to use for
full-screen games. This (hopefully) allows users with dual- or
triple-monitor setups to choose where there game goes.
This option is either:
- "desktop" (default): use the current desktop resolution
- "WWWxHHH": use the specified resolution.
2014-11-17 20:51:22 +01:00
Dries Harnie
d61102a136
GRAPHICS: Properly dispose of _frameBuffer/_subScreen
2014-11-17 20:05:07 +01:00
Dries Harnie
af46a7fe2b
GRAPHICS: Fix compilation and mouse scaling without OpenGL
2014-11-17 20:05:02 +01:00
Dries Harnie
09106956f9
JANITORIAL: Silence warnings for SDL_putenv
2014-10-16 00:16:39 +02:00
Dries Harnie
86a8ea3229
GRAPHICS: Support framebuffer-esque rendering for TinyGL
2014-10-16 00:16:12 +02:00
Dries Harnie
7dda0ef439
JANITORIAL: Code style fixes
2014-10-16 00:12:08 +02:00
Dries Harnie
4695d965a0
GRAPHICS: Spawn OpenGL test window off-screen
2014-10-16 00:12:08 +02:00
Dries Harnie
44b6c63d36
GRAPHICS: Store _aspect_ratio setting as instance variable
2014-10-16 00:12:08 +02:00
Dries Harnie
f4d75d918a
GRAPHICS: Probe system for GL_EXT_framebuffer_object
...
And disable the framebuffer functionality if it is not supported.
2014-10-16 00:12:08 +02:00
Bastien Bouclet
7a6d5fad0b
SDL: Use the desktop resolution for fullscreen when the engine supports it
...
Conflicts:
backends/graphics/surfacesdl/surfacesdl-graphics.cpp
2014-10-16 00:12:08 +02:00
Bastien Bouclet
ce5a954593
GRAPHICS: Scale the mouse coordinates when drawing to a framebuffer
2014-10-16 00:12:08 +02:00
Bastien Bouclet
61afd084ad
GRAPHICS: Make sure the game only knows the size that's available for it to draw
2014-10-16 00:12:08 +02:00
Bastien Bouclet
bd714dbe74
GRAPHICS: Draw the overlay above the game
2014-10-16 00:12:08 +02:00
Dries Harnie
aa5f398b1d
GRAPHICS: Do not use framebuffers in AmigaOS
2014-10-16 00:12:08 +02:00
Dries Harnie
2ca075c3dc
GRAPHICS: Render to framebuffer [OpenGL]
2014-10-16 00:12:07 +02:00
Dries Harnie
b2bb6dc10d
GRAPHICS: Render to framebuffer [OpenGLS]
2014-10-16 00:12:07 +02:00
Paweł Kołodziejski
93aaaf5a88
Merge pull request #931 from JoseJX/16Bit
...
OPENGL: Add another 16 bit mode.
2014-09-09 17:25:19 +02:00
Pawel Kolodziejski
6d8910ca4b
SDL: added more safeguards for overlay functions to prevent crash between switching rendered after returning to launcher
2014-07-20 23:32:28 +02:00
Pawel Kolodziejski
9e4995e51f
SDL: don't call error() inside setupScreen(), it will crash if debugger is used
2014-07-20 20:08:32 +02:00
Pawel Kolodziejski
c483e8f170
SDL: added safeguard for clearOverlay() if overlay is closed
2014-07-20 19:41:31 +02:00
Pawel Kolodziejski
c14d0ad8dc
ALL: unify setupScreen() arguments type
2014-07-19 19:42:01 +02:00
Pawel Kolodziejski
35c2c3be77
SDL/OPENGL: added info about GLSL version
2014-07-15 13:26:44 +02:00
Pawel Kolodziejski
ed6de94106
SDL: un-hardcode some GL operations
2014-07-13 08:16:44 +02:00
Pawel Kolodziejski
d0e1f8dca5
SDL: make proper use of bytes per pixels in GFX operations
2014-07-13 07:59:24 +02:00
Pawel Kolodziejski
7dfd755d76
SDL: screen HW surface was never needed. it's disabled/ignored in some SDL ports: win/x11 and osx is emulated with very specific conditions
2014-07-13 07:49:12 +02:00
Bastien Bouclet
371faeeff1
SDL: Extract overlay rendering to different methods
2014-07-09 19:47:41 +02:00
Bastien Bouclet
7829d97ae5
SDL: Render the overlay when using OpenGL with shaders
2014-07-09 19:47:39 +02:00
Pawel Kolodziejski
9ee03adf79
OPENGL/SDL: add more debug info about OpenGL driver
2014-07-06 11:11:57 +02:00