Per convention, in residualvm the default GL current color
should be (1.0f, 1.0f, 1.0f). If a function changes the color,
it is required to reset it before returning.
This fixes the issue that some videos were not correctly displayed
until the next glColor call (e.g. when drawing the sub-titles) was
issued.
The walk chore of the monkey bot is simulating
a robotor-like walking style by setting _walkRate to
0.0f repeatedly. This prohibits walking forward
which results in stopping the walk chore eventually.
To avoid the walk chore in this case to stop, assume that
the actor has walked when calling Actor::walkForward() with
a _walkRate of 0.0f.
- LUA code uses a range of 0 .. 100
- the LUA group volumes are in the range 25 .. 100, otherwise the sound
group is muted
- residualvm engine uses a range of 0 .. Audio::Mixer::kMaxChannelVolume
- do most of the conversion in lua_v2_sound.cpp
- most parts of the engine will solely use the engine internal range
- only when reading/writing the registry residualvm continues to use
a special conversion for compatibility with the volume settings
of the residualvm engine settings
- proper handling of volumes close to 0.0f in SoundTrack::updatePosition()
- this fixes the issue of the vanished boats in EMI's lava puzzle
- without the patch, the division by 0.0f causes the quat's values
to be NAN
- the floating point NAN value is ignored by OpenGL, so the vertices
are not drawn at all
Linking TinyGL and OpenGL into the same binary could cause conflicts
because both have a glColor3fv function.
It is currently not used in ResidualVM, so it is safe to change this.
glViewport needs to be called once to avoid the apitrace
error: "could not infer drawable size (glViewport never called)".
This fixes the problem that all apitrace framebuffer pictures
had a default size of 32x32 instead of the correct resolution used
in residualvm.
- instead of re-calculating the color values when dimming the screen,
better draw a half-transparent plane after drawing all non-overworld
characters
- fixes the issue that overworld actors were dimmed and that the
pause screen is transparent when the inventory is open
- instead of re-calculating the color values when dimming the screen,
better draw a half-transparent plane after drawing all non-overworld
characters
- fixes the issue that overworld actors were dimmed and that the
pause screen is transparent when the inventory is open
- instead of re-calculating the color values when dimming the screen,
better draw a half-transparent plane after drawing all non-overworld
characters
- fixes the issue that overworld actors were dimmed and that the
pause screen is transparent when the inventory is open