UnknownShadow200
1aef52fab2
Use standard indentation for everything.
2016-11-27 14:47:09 +11:00
UnknownShadow200
2fa379746a
Style: Finish simplifying BlockInfo
2016-10-29 13:49:33 +11:00
UnknownShadow200
00f28e2039
Style: Start simplifying BlockInfo
2016-10-29 13:15:00 +11:00
UnknownShadow200
dcf4f4c364
Style: Use ContextLost() in more places
2016-10-17 09:32:06 +11:00
UnknownShadow200
7f92161077
Gfx: IGraphicsApi is no longer responsible for managing dynamic vertex buffers. Simplify dynamic vertex buffer code.
2016-10-12 19:28:00 +11:00
UnknownShadow200
2452cc93a7
Style: Use gfx consistently everywhere, instead of mixing api and graphics.
2016-10-12 12:25:12 +11:00
UnknownShadow200
ac13fa78ca
Gfx: Use Default instead of Managed pool on Direct3D 9 backendfor vertex buffers, typically halfs memory usage.
...
Managed pool places data in both video and system memory. By only using the default pool, we only store data in video memory (at the cost of needing to recreate vertex buffers whenever the context is lost). This also means the client will crash whenever it runs out of video memory.. but really if that happens, you are likely stuffed anyway. I think the tradeoff is worth it. I'll also unload far away chunks to reduce video memory usage.
2016-10-03 21:23:18 +11:00
UnknownShadow200
64cb13d0a6
Gfx: DeleteVb should reset the id too.
2016-10-01 17:45:17 +10:00
UnknownShadow200
ac65ac2ee9
Client: Roughly approximate block density fog in fast mode.
2016-09-15 17:00:51 +10:00
UnknownShadow200
2ca63e97d1
Client: Use better fog colour when in fast render mode.
2016-09-15 16:40:09 +10:00
UnknownShadow200
67f98eb825
Client: Don't show water/lava on vertical bit of borders (thanks tornato). Also offset horizon blocks properly.
2016-09-15 15:11:27 +10:00
UnknownShadow200
ff4b1eb723
Avoid foreach wherever possible.
2016-08-15 12:57:25 +10:00
UnknownShadow200
c283494e4b
Fix changing shadow colour not rebuilding map bedrock sides (which uses shadow colour), thanks goodlyay.
2016-07-31 21:13:29 +10:00
UnknownShadow200
8c292d92e3
Use packed ints instead of 4 byte fields in vertex structs.
2016-07-10 11:23:20 +10:00
UnknownShadow200
2a233d9b11
Fix z-fighting and picking issues with water/lava.
2016-07-08 14:47:00 +10:00
UnknownShadow200
b2d0737b18
RenderType command should save between sessions. (Thanks classic1234)
2016-06-26 22:36:49 +10:00
UnknownShadow200
635aa4d348
Fix map border blocks not being at correct height, draw translucent blocks before map water when underwater for proper alpha blending.
2016-06-22 18:50:47 +10:00
UnknownShadow200
d6266ed61e
Normalise line endings to end this madness. (Thanks Jjp137)
2016-06-11 17:56:37 +10:00
UnknownShadow200
e1d9b979cb
Make water/lava be offset down by 1.5 pixels to match original classic.
2016-06-11 17:15:29 +10:00
UnknownShadow200
b2c642b8af
Remove Block enum.
2016-06-11 15:29:45 +10:00
UnknownShadow200
1158193ad1
Fix selected block outline not showing when looking through map edge water.
2016-06-08 15:04:17 +10:00
UnknownShadow200
4c0b6ea1d6
Use safer method of incrementing pointers.
2016-05-25 22:16:38 +10:00
UnknownShadow200
109e5fc1a8
Render rain/snow in correct order.
2016-05-13 19:49:39 +10:00