UnknownShadow200
372c4040da
Fix mipmaps on windows 98 opengl backend
2017-09-22 00:12:26 +10:00
UnknownShadow200
acd19ceda2
get rid of generics usage in multiple places
2017-09-21 23:03:58 +10:00
UnknownShadow200
7d9dd4ec1e
For consistency, always use verticesCount in 3D graphics APIs, instead of mixing vertices and indices count
2017-09-16 20:30:05 +10:00
UnknownShadow200
9dd16baf47
ChunkPartInfo is now 12 bytes less in size
2017-09-13 14:20:11 +10:00
UnknownShadow200
f986d5254e
get rid of implicit matrix operator usage to avoid a copy
2017-09-07 10:18:54 +10:00
UnknownShadow200
e3f86de480
Fix mipmaps crashing on windows 98.
2017-08-28 12:57:17 +10:00
UnknownShadow200
f430c9508c
Mipmaps work with animations now
2017-08-28 09:23:26 +10:00
UnknownShadow200
a31de85bea
OpenGL backend uses manual mipmaps too now.
2017-08-27 21:25:56 +10:00
UnknownShadow200
3a7cc8924b
Implement mipmaps with direct3d9 backend too. Fixes #214 .
2017-08-22 23:47:00 +10:00
UnknownShadow200
ff177cd023
Start work on mipmaps support, fix plugin warning crashing client
2017-08-22 20:38:19 +10:00
UnknownShadow200
62fc09a53f
Names shouldn't be affected by fog colour. Fixes #462 .
2017-08-11 22:56:16 +10:00
UnknownShadow200
bee207138c
Only pick a block if the intersection point is exactly within reach distance. Should address #461 .
2017-08-02 20:06:01 +10:00
UnknownShadow200
d82cfe2cbe
For maximum performance, provide an overload of DrawTris that does not take a startIndex as a parameter
2017-07-06 11:29:51 +10:00
UnknownShadow200
bf846b80c0
Remove DrawMode/DrawVb/DrawIndexedVb, just provide DrawVb_Lines and DrawVb_IndexedTris
2017-07-03 23:56:05 +10:00
UnknownShadow200
ac276d3611
Remove generic CreateVb<T>, force everyone to use raw pointers
2017-06-11 22:45:41 +10:00
UnknownShadow200
132967bf9d
Now hold air instead of 255 in survival, fixes invalid block type 255
2017-02-10 23:54:08 +11:00
UnknownShadow200
ba99f63c29
Better context lost/restored logging
2017-02-10 11:27:04 +11:00
UnknownShadow200
3a55073739
Use better alpha state management for better performance.
2017-02-05 08:25:20 +11:00
UnknownShadow200
98d435b110
fix licensing
2017-01-20 09:12:04 +11:00
UnknownShadow200
1aef52fab2
Use standard indentation for everything.
2016-11-27 14:47:09 +11:00
UnknownShadow200
5591f0a40e
Gfx: Remove unnecessary CreateIb code.
2016-10-17 21:34:55 +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
273b3b32e2
Gfx: Remove unnecessary parameter from UpdateDynamicIndexedVb
2016-10-10 09:13:32 +11:00
UnknownShadow200
b576506b86
Gfx: add bool indicating whether texture should use managed or default pool.
2016-10-06 10:54:17 +11:00
UnknownShadow200
febe31b904
Style: Split IGraphicsAPI into IGraphicsAPI and IGraphicsAPI.Core, don't catch NotSupportException for invalid bitmap.
2016-10-05 18:25:21 +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
d74d78df0d
Core: Rewrite camera class to have less code duplication.
2016-10-01 18:21:49 +10:00
UnknownShadow200
64cb13d0a6
Gfx: DeleteVb should reset the id too.
2016-10-01 17:45:17 +10:00
UnknownShadow200
da8ebc61b1
Fix last compile errors for android backend.
2016-09-11 12:45:23 +10:00
UnknownShadow200
38be2f192e
Make ticking tasks code more extensible.
2016-08-06 15:06:20 +10:00
UnknownShadow200
db86bee196
Fix error screen losing colour after context is lost.
2016-07-16 23:30:57 +10:00
UnknownShadow200
0da70b91eb
Use android-compatible 'is 32bpp bitmap' test.
2016-07-14 00:15:25 +10:00
UnknownShadow200
719d741a9b
More fixups for android backend.
2016-07-13 22:48:28 +10:00
UnknownShadow200
02fc19e1e7
Fixup OpenGLES api for IGraphicsApi changes.
2016-07-13 22:26:43 +10:00
UnknownShadow200
ea12b5a428
Also add very simple dynamic lighting.
2016-07-12 19:54:34 +10:00
UnknownShadow200
8c292d92e3
Use packed ints instead of 4 byte fields in vertex structs.
2016-07-10 11:23:20 +10:00
UnknownShadow200
333d7cef53
Reduce Texture struct size by 4 bytes, also fix issue with Control+Backspace. (Thanks FabTheZen)
2016-07-08 12:29:55 +10:00
UnknownShadow200
f960043a08
Colour held block, more work on dig anim.
2016-06-25 13:48:12 +10:00
UnknownShadow200
11f2695771
Make bottom right text group same location as normal chat group, reduce code duplication.
2016-06-20 20:21:07 +10:00
UnknownShadow200
f15f0134c1
Use the original classic inventory table colours.
2016-05-26 17:03:05 +10:00
UnknownShadow200
4c0b6ea1d6
Use safer method of incrementing pointers.
2016-05-25 22:16:38 +10:00
UnknownShadow200
b9368a8a62
Make GenerateLevel menu description widgets match indention.
2016-04-19 11:54:46 +10:00
UnknownShadow200
e51aefe4d7
Fix padding issues, also be more helpful when using 'OpenGL build with Intel GPU on windows.'
2016-04-19 10:17:24 +10:00
UnknownShadow200
69a0b146b6
Active option should be in yellow-ish text, also make 'done' buttons bigger in classic mode. (Thanks FrostFox)
2016-04-16 22:56:31 +10:00
UnknownShadow200
3865bc6888
Rename vertices structs to a more concise one, also fix issue with progress bar very very rarely overflowing when the server overflows on computing the progress value, by instead computing it client-side. (Thanks 123DontMessWitMe)
2016-03-29 20:45:52 +11:00
UnknownShadow200
a78205c45a
Add copyright notices to every source file.
2016-03-26 13:51:42 +11:00
UnknownShadow200
17b695845a
Fix entity shadows on Direct3D9 backend. (Thanks goodlyay)
2016-02-18 23:13:19 +11:00
UnknownShadow200
bfe9e287c6
Less popping in of chunks on fog border (Thanks MrGoober), also can press F8 to show a shadow above the block you are standing on. (Thanks MrGoober)
2016-02-05 00:10:01 +11:00
UnknownShadow200
7427d399c5
Particles now use the 1D texture atlas arrays. This means we no longer need a copy of the 2D terrain atlas in vram.
2016-01-31 23:54:45 +11:00
UnknownShadow200
be005c791f
Abstract away platform specific window/input handling.
2016-01-21 21:09:41 +11:00