UnknownShadow200
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e35850c535
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That was an extremely silly mistake.
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2015-09-15 20:22:34 +10:00 |
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UnknownShadow200
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6974513adc
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That was an extremely silly mistake.
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2015-09-15 20:19:12 +10:00 |
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UnknownShadow200
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2096a554f3
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Fix compliation on Mono not working on normal .NET 4.
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2015-09-15 20:16:52 +10:00 |
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UnknownShadow200
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9d907b333b
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Add support for 16 bpp back buffers in Direct3D9 api (untested), more work on .dat format.
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2015-09-15 20:02:46 +10:00 |
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UnknownShadow200
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4371246f96
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Add support for drawing indexed dynamic VBs - use less memory in WeatherRenderer and can draw more particles in ParticleManager.
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2015-09-03 06:32:28 +10:00 |
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UnknownShadow200
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9394ce1794
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Use more flexible dynamic vertex buffers in Direct3D9 api, in preparation for #45.
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2015-09-02 20:27:41 +10:00 |
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UnknownShadow200
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f33428a531
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Implement ability to perform partial update of textures on both graphics api backends. Partially addresses #44.
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2015-09-02 18:33:13 +10:00 |
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UnknownShadow200
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6ebed77929
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Add basic singleplayer support. Generates a flatgrass map, but has no support for saving. Partially addresses #40.
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2015-09-01 06:50:20 +10:00 |
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UnknownShadow200
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385c46e21d
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Make sure to set the MinIndex in Direct3D9 api, as according to various obscure posts, AMD cards require this to be properly filled out, should fix #34. (Thanks Cheesse for reporting this bug)
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2015-08-30 12:09:23 +10:00 |
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UnknownShadow200
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d053a3bf90
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Fix Direct3D9Api not building, print graphics info in more concise way and print adapter description for Direct3D 9. Fixes chunk visibility not being recalculated after terrain atlas size changes, closes #34.
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2015-08-30 06:48:53 +10:00 |
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UnknownShadow200
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bea5c34691
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Try to minimise api overhead with MapRenderer.
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2015-08-23 09:13:28 +10:00 |
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UnknownShadow200
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2f9d32fdfd
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Fix compilation with Direct3D9 api, fix launcher title not being correct version.
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2015-08-22 14:52:03 +10:00 |
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UnknownShadow200
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a67d44a25c
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Finally get the solution to properly compile with MonoDevelop.
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2015-08-22 08:04:01 +10:00 |
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UnknownShadow200
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9d73e2492d
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Integrate SharpDX into OpenTK.
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2015-08-16 10:16:59 +10:00 |
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UnknownShadow200
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54afbcdb65
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Combine IndexBuffer and VertexBuffer, simplify methods of setting data, use inlined fixed instead of GCHandles.
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2015-08-16 06:43:37 +10:00 |
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UnknownShadow200
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cfeabc612a
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Remove Result struct and just use int return code.
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2015-08-15 14:32:56 +10:00 |
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UnknownShadow200
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4e34637a05
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Minor code cleanup.
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2015-08-15 13:51:22 +10:00 |
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UnknownShadow200
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96b508a2ce
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Optimise even further, fix bug with sky drawing with OpenGL api.
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2015-08-04 11:35:57 +10:00 |
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UnknownShadow200
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1590664f68
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Make IGraphicsApi even more consistent.
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2015-08-04 07:17:20 +10:00 |
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UnknownShadow200
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749a1b0436
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Simplify API further.
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2015-08-04 07:03:20 +10:00 |
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UnknownShadow200
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efc7b0bfe6
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Use stackalloc to avoid allocating index buffer on LOH, remove Is<X> methods in IGraphicsApi and make IGraphicsApi more consistent.
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2015-08-04 06:32:12 +10:00 |
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UnknownShadow200
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281e815125
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Significantly reduce allocation of GCHandles, replace with inlined fixed statement in GL class.
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2015-08-03 20:08:04 +10:00 |
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UnknownShadow200
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4bf4209a4c
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Don't crash when the device is lost, partially addresses #30. Need to conduct more thorough testing to ensure that this works on all graphics cards.
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2015-07-30 19:54:02 +10:00 |
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UnknownShadow200
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df879604f2
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Major rewrite of graphics APIs: Use SharpDX instead of Managed DirectX (64 bit works now), rewrite OpenTK GL class to use calli instructions.
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2015-07-28 06:53:22 +10:00 |
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