UnknownShadow200
fdd620aba6
Combine some headers, part 2
2018-03-27 13:58:00 +11:00
UnknownShadow200
e01bdcc60c
Fix 'speed on' not reappearing when speeding, going into zone that disables hax, then exiting zone which re-enables hax
2018-03-10 23:00:47 +11:00
UnknownShadow200
cec101ba5c
get rid of few warnings when running with direct3d9 debug runtime
2018-03-10 22:14:56 +11:00
UnknownShadow200
c61f3cb326
Allow turning off individual channels in gfx api
2018-03-10 17:07:38 +11:00
UnknownShadow200
fd5427edb4
don't use d3d9 managed pool for map border and sides textures
2018-01-16 20:44:23 +11:00
UnknownShadow200
0ee7101a55
Fix rare crashing when minimised on some GPUs, fixes #489 .
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Also redesign matrix setting architecture to completely eliminate matrix push/pop stack usage.
2017-12-18 21:27:44 +11:00
UnknownShadow200
6e82e0e31f
Fix map sides/borders/clouds not rendering properly on OpenGL 1.1 backend, after generating a new (or the initial) map in singleplayer
2017-12-17 14:27:16 +11:00
UnknownShadow200
b432ae6a81
Fix rare crashing on some 10 year old GPUs with Direct3D9
2017-12-17 09:23:38 +11:00
UnknownShadow200
f240eb116e
Fix OpenGL build oops
2017-12-15 09:13:23 +11:00
UnknownShadow200
3bb02e56b8
gfx api can override perspective matrix calculation, partially port Player to C.
2017-12-14 11:01:07 +11:00
UnknownShadow200
8240176599
Port bitmap text drawing to C.
2017-10-22 17:07:55 +11:00
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
38ea2919c2
eliminate pointless M11-M44 get/set in Matrix4
2017-09-19 23:41:32 +10:00
UnknownShadow200
7000e9d0c1
Don't always recreate context when changing FPS, only do when vsync state changes, and only on direct3d9 backend.
2017-09-19 15:26:55 +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
39aa37a83d
Port more of Entity to C.
2017-09-16 20:14:20 +10:00
UnknownShadow200
3c6bf3624c
Further reduce size of IL code
2017-09-13 23:09:10 +10:00
UnknownShadow200
9dd16baf47
ChunkPartInfo is now 12 bytes less in size
2017-09-13 14:20:11 +10:00
UnknownShadow200
0d95ec7787
Reduce IL size of SkyboxRenderer.MakeVb() by 214 bytes
2017-09-13 10:49:57 +10:00
UnknownShadow200
c37c356d54
Optimise particle rendering to be 2-3x faster
2017-09-12 22:55:26 +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
a55ea3b0b7
Port mipmaps to C.
2017-08-28 09:58:55 +10:00
UnknownShadow200
f430c9508c
Mipmaps work with animations now
2017-08-28 09:23:26 +10:00
UnknownShadow200
e28d029e39
Fix mipmaps with terrain.png less than 16x16, give arm model a collision size.
2017-08-28 08:51:40 +10:00
UnknownShadow200
a31de85bea
OpenGL backend uses manual mipmaps too now.
2017-08-27 21:25:56 +10:00
UnknownShadow200
4a3f201657
Remember to free the memory allocated for mipmaps
2017-08-27 21:14:42 +10:00
UnknownShadow200
2281dffdbb
More porting of Camera to C.
2017-08-25 18:58:58 +10:00
UnknownShadow200
b181be4af0
Finish HacksComponent, integrate AutoRotate into Block header
2017-08-25 15:13:46 +10:00
UnknownShadow200
cb076ea944
Generate better manual mipmaps by averaging pixels as pre-multiplied instead. Still to fix: need to update mipmaps with texture animations, need to make opengl backend use manual mipmaps, need to handle terrain.png with tile sizes less than 16, and need to not leak memory in mipmaps calculation
2017-08-25 01:24:59 +10:00
UnknownShadow200
9a77423171
Add very poor manual mipmap generator.
2017-08-23 23:05:35 +10:00
UnknownShadow200
84c84fd27a
Don't pointless allocate resources for sub-mipmaps when mipmapping isn't used, in direct3d9.
2017-08-23 18:48:26 +10:00
UnknownShadow200
6d5892980e
Pass the WRITEONLY usage flag for direct3d9 vertex buffers and index buffers.
2017-08-23 18:31:40 +10:00
UnknownShadow200
b346307ef3
Fix some texture bleeding of mipmaps with opengl
2017-08-23 14:20:19 +10:00
UnknownShadow200
3181051ec5
Fix manual mipmaps being 100% fail, now they are only 50%
2017-08-23 12:56:56 +10:00
UnknownShadow200
03229abb79
Broken manual mipmap generation for opengl
2017-08-23 10:46:07 +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
62415464a1
Reduce size of matrix stack from 24 to 4 elements in C port of D3D9api, reduces mem usage by 3.8 KB
2017-08-20 09:35:10 +10:00
UnknownShadow200
a7508a990a
Don't break backwards compatibility of OpenTK.dll with release launcher, fixes #466 .
2017-08-17 09:03:04 +10:00
UnknownShadow200
f59f8cbda3
Fix broken dev builds
2017-08-12 21:33:29 +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
54c1909cd4
X
2017-07-25 22:05:45 +10:00
UnknownShadow200
e2ea555a94
Quick fix for map not rendering in pre OpenGL 1.2 backend. (needs to be optimised still)
2017-07-25 21:49:40 +10:00
UnknownShadow200
715011fa98
Offset vertices instead of indices in the OpenGL backend.
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This fixes issues when using mesa and the i915 dri backend (tested on lubuntu, may affect other distributions), specifically for the 945GM and related gpus. This fixes issues such as parts of the map being invisible, blocks in the inventory being invisible depending on the number of sprite and non-sprite blocks in the inventory, position text becoming invisible depending on your location in the world, axis lines sometimes being invisible, entity models sometimes being invisible, particles sometimes being visibile or invisible depending on the frame, which had different invisibility behaviour every time the client was run.
2017-07-06 11:52:58 +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
7f81de5ca6
Fix most of the issues with pre opengl 1.2 backend, except for map rendering
2017-07-03 23:33:53 +10:00