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