124 Commits

Author SHA1 Message Date
Giulio Camuffo
3d14f4d309 GRIM: Make Bitmap use PixelBuffer extensively. 2012-01-24 21:36:48 +01:00
Giulio Camuffo
b42bbe5259 TinyGL: Support for different color modes, part 2. 2012-01-24 21:36:47 +01:00
Giulio Camuffo
158a19df31 TinyGL: Support for different color modes, first part. 2012-01-24 21:36:46 +01:00
Joel Teichroeb
e63b9824b8 GRIM: Fix the zbuffer when the source is incorrectly set to 0xf81f Fixes #255 2012-01-21 17:32:57 -08:00
Joel Teichroeb
f44c9920e8 GRIM: Fix drawing of rectangles 2012-01-17 20:27:52 -08:00
Einar Johan T. Sømåen
c5120b5cb2 EMI: Use GL_BGR directly instead of converting. 2012-01-10 06:39:04 +01:00
Einar Johan T. Sømåen
79637c5538 EMI: Add texture-support for OpenGL
Also disable texture-usage in EMI for TinyGL right now,
as that needs additional work, adding in RGB/BGR-support.
2012-01-07 03:16:55 +01:00
Paweł Kołodziejski
e350c7f777 renames 2012-01-06 23:29:45 +01:00
Pawel Kolodziejski
4fa79cd323 rename -> ResidualVM 2012-01-06 11:37:57 +01:00
Einar Johan T. Sømåen
13692224dd EMI: Add basic Texture-loading, and disable it for now 2012-01-02 14:00:05 +01:00
jj
c3e3230161 GRIM: Make sure all ctor paths of BitmapData properly initialize all member variables. Have GfxOpenGL::destroyBitmap and Bitmap::freeData() safely delete their contents to leave no dangling pointers behind. 2011-12-30 16:57:35 +01:00
Einar Johan T. Sømåen
3b87c4f66b GRIM/EMI: Add drawing of meshes
This only adds in drawing of meshes, textures are still not
done, and skeletal animation is fully missing, however, this
commit marks the first one where anything 3D is visible
in EMI.
2011-12-30 12:53:49 +01:00
Giulio Camuffo
e6ccad7657 GRIM: Better handling of the bounding boxes for the actors' text objects. 2011-12-12 18:57:17 +01:00
Giulio Camuffo
6cbd5e9f51 GRIM: Make sure to draw the shadows behind the actors with the OpenGL renderer.
It fixes bug #297 when playing with the GL renderer.
2011-12-12 12:30:21 +01:00
jj
f35e93b30e Fix a problem with the depth rendering ARB fragment shader where it tried to output a 4-vector to result.depth, which is a scalar. Intel drivers silently wrote z=0 to the result.depth output. Now instead do an explicit texture read of the first component. Fixes #330. 2011-11-01 06:23:41 +08:00
jj
abfd5bf24c Fall back to not using the depth shader if its compilation fails. Related to issue #330, but does not fix it. 2011-11-01 06:23:41 +08:00
Giulio Camuffo
6a3dc3e9c8 GRIM: Turn off the lights of a set when changing it. 2011-10-18 18:01:52 +02:00
Einar Johan T. Sømåen
6c5a25f3f7 GRIM: Change Surface into a forward-declare 2011-10-01 22:40:31 +02:00
Einar Johan T. Sømåen
5e93a6f9b1 GRIM: Refactor the smush-decoder into a subclass of VideoDecoder 2011-10-01 02:51:55 +02:00
Giulio Camuffo
73684f1fbc GRIM: Rename Scene to Set, and scene.{h,cpp} to set.{h, cpp}. 2011-09-19 16:53:08 +02:00
Giulio Camuffo
bcf08a706a GRIM: More descriptive names for some methods. 2011-09-18 18:46:20 +02:00
Giulio Camuffo
d036ca27dc GRIM: Use the new Math::Angle class. 2011-09-18 16:24:08 +02:00
Giulio Camuffo
a900a5ab10 MATH: Further work on the Matrix class.
The vectors are now matrices.
2011-09-14 23:06:14 +02:00
Giulio Camuffo
0083c8619c MATH: Move the math classes to their own math/ dir and Math namespace. 2011-09-14 23:05:52 +02:00
Giulio Camuffo
1fbbd24aee GRIM: Port Actor, Bitmap, Color, Font, Primitive, ObjectState, Scene, TextObj to PoolObject.
These are the classes that go into Lua, and so are kept in a pool,
indexed with an id.
2011-09-07 23:08:59 +02:00
Einar Johan T. Sømåen
dd93a20da8 GRIM: Rename smush-functions in GFX to movie 2011-08-14 18:35:49 +02:00
Einar Johan T. Sømåen
e6778e84d9 GRIM: Use VAOs for Iris 2011-08-13 11:53:27 +02:00
Giulio Camuffo
b83d432dd7 GRIM: Implemented L1_PreRender(). 2011-07-29 23:02:52 +02:00
Giulio Camuffo
1c62f04688 GRIM: Fix the focus point of the iris. 2011-07-29 22:49:08 +02:00
Giulio Camuffo
497dabe1b0 GRIM: Every material image have its own properties, not shared in all the material. 2011-07-28 22:21:16 +02:00
Giulio Camuffo
c3470d9b16 GRIM: Make a material transparent only if it asks to. Fix #298 Fix #254
This also fixes partially #31, making the hats visible.
2011-07-28 21:36:03 +02:00
Einar Johan T. Sømåen
1ce4441ae8 GRIM: Remove redundant points in irisAround 2011-07-28 07:30:37 +02:00
Einar Johan T. Sømåen
b97c26403a GFX: Formatting 2011-07-28 02:27:48 +02:00
Einar Johan T. Sømåen
8cc9bc5e30 GFX: Formatting 2011-07-28 02:23:05 +02:00
Einar Johan T. Sømåen
6c5a960298 GRIM: Add VAO-rendering to irisAround. 2011-07-28 02:13:02 +02:00
Einar Johan T. Sømåen
e529a0b4c5 GRIM: Fix typo in previous commit 2011-07-28 02:11:02 +02:00
Einar Johan T. Sømåen
27fb697036 GRIM: Reduce the points in irisAroundRegion to use 2D-coordinates. 2011-07-28 02:04:56 +02:00
Einar Johan T. Sømåen
fd95d82ae1 GRIM: Create Iris with TRIANGLE_STRIP for OpenGL 2011-07-28 01:36:27 +02:00
Giulio Camuffo
54e1478e85 GRIM: Calculate the bounding box of the meshes only if necessary. 2011-07-25 23:42:07 +02:00
Giulio Camuffo
38e208c00c GRIM: #includes cleanup. 2011-07-23 12:14:33 +02:00
Giulio Camuffo
784f9ce5b9 GRIM: Move Model::HierNode, Mesh and Face outside of Model. 2011-07-22 22:09:49 +02:00
Vincent Pelletier
9476b90785 Fix glDisable parameter.
Found by apitrace.
2011-07-19 09:08:46 +02:00
Giulio Camuffo
cabd0d583f GRIM: Make Material implicitly shared. Cleaned up Model a lot. 2011-07-18 22:16:40 +02:00
Joni Vähämäki
2519700f0c GRIM: Don't draw to the depth buffer when creating the stencil mask for shadows. 2011-07-15 21:47:16 +08:00
Joni Vähämäki
2fe7ccb08e GRIM: Disable lighting for models that have lightingMode set to 0. 2011-07-13 14:09:32 +03:00
Giulio Camuffo
fde5b499f7 GRIM: Store the name of its set for each shadow sector. Fix #209 2011-06-10 19:02:42 +02:00
Giulio Camuffo
3d6945b9d0 GRIM: Fix z-buffer issue with OpenGL. 2011-06-07 16:52:55 +02:00
Joel Teichroeb
75c46dcf7f Cleaned up some code and added some comments. 2011-06-06 13:48:44 -07:00
Joel Teichroeb
eb8e9e1dad Fix character spacing. 2011-06-06 13:34:14 -07:00
Joel Teichroeb
1c2652424f Use the offset rather than calculating it manaully. 2011-06-06 13:07:36 -07:00