Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-02-22 | Codechange: Allow for using a sprite encoder that is not the currently ↵ | Michael Lutz | |
active blitter when loading a sprite. | |||
2021-02-22 | Codechange: [Win32] Use an OpenGL core context instead of a compatibility one. | Michael Lutz | |
2021-02-22 | Add: [OpenGL] Support for 8bpp blitters. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Explicitly assign which framebuffer target receives the ↵ | Michael Lutz | |
colour values. | |||
2021-02-22 | Codechange: [OpenGL] Use GLSL version 1.50 if available. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use generic vertex attributes in the shader program. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use shaders to display the video buffer on screen. | Michael Lutz | |
2021-02-22 | Change: [Win32] Disable VSync for OpenGL by default. | Michael Lutz | |
2021-02-22 | Codechange: [Win32] Try to get an OpenGL 3.2+ context if possible. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use a pixel buffer object to store the video buffer. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use a vertex array object to store the vertex state for ↵ | Michael Lutz | |
the video buffer. | |||
2021-02-22 | Codechange: [OpenGL] Use a vertex buffer object to store the vertex data for ↵ | Michael Lutz | |
the video buffer. | |||
2021-02-22 | Codechange: [Win32] Move remaing global _wnd variables into the video driver. | Michael Lutz | |
2021-02-22 | Change: Lock the video buffer when drawing inside the game loop to properly ↵ | Michael Lutz | |
account for threaded drawing. | |||
2021-02-22 | Codechange: [Win32] Move the global video buffer pointer into the driver class. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Only update the dirty parts of the video buffer texture. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Enable driver debug messages if supported. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use new-style extension testing introduced with OpenGL 3.0. | Michael Lutz | |
2021-02-22 | Add: [Win32] Video driver that uses OpenGL to transfer the video buffer to ↵ | Michael Lutz | |
the screen. | |||
2021-02-22 | Codechange: [Win32] Move common initialization and finalization to the video ↵ | Michael Lutz | |
driver base class. | |||
2021-02-22 | Codechange: [Win32] Move GDI-specific variables and related functions into ↵ | Michael Lutz | |
the GDI video driver class. | |||
2021-02-22 | Codechange: [Win32] Move GDI specific drawing code into the GDI video driver ↵ | Michael Lutz | |
class. | |||
2021-02-22 | Codechange: [Win32] Split the video driver into a base class and a GDI ↵ | Michael Lutz | |
backend class. | |||
2021-02-22 | Fix #6319: [Win32] don't use clipping; draw whole screen every frame (#8726) | Patric Stout | |
When we clip the region that is only been redrawn, something weird happens on Windows. When pushing 60 frames per second on a 60Hz monitor, it appears that the clipped region is often shown of another frame, instead of the current. Examples of this are: - pause the game, move your mouse to the left, and at the right speed it totally disappears. - fast aircrafts seem to be in several places at once, weirdly lagging behind. - in title screen, moving your mouse gives you the idea it is jumping places, instead of smooth movements. In the end, if you do nothing, everything is correct, so it is eventually consistent. Just when we are firing many BitBlt in a clipped region, the in-between is not. What goes wrong exactly, I honestly do not know. On every frame that we push to the DC is a mouse painted, but visually it sometimes appears like it is not. Recording with external software shows it really is there. It is also not our eyes playing tricks on us, as the first example makes it really clear the mouse pointer really is not painted. And to be clear, with the mouse this is easiest reproduceable, as high-speed objects are influences by this most. But this happens for all movement that redraws small regions. Either way, not using clipped regions resolves the issue completely, and there appears to be little to no penalty (I failed to measure any impact of drawing the full screen). So better have a good game than fast code, I guess? | |||
2021-02-22 | Update: Translations from eints | translators | |
english (us): 78 changes by 2TallTyler polish: 1 change by yazalo | |||
2021-02-22 | Fix #8724: Got wrong DepotID/StationID for airports, causing crash | Charles Pigott | |
2021-02-22 | Change: Make pathfinder account for maximum order speed, if set | Charles Pigott | |
2021-02-21 | Fix: Allow building with Allegro and without SDL on Linux | milek7 | |
2021-02-21 | Update: Translations from eints | translators | |
estonian: 19 changes by siimsoni french: 3 changes by glx22 | |||
2021-02-21 | Fix #8276: Crash when a NewGRF object's size was not set | Charles Pigott | |
2021-02-21 | Fix #8349: Close depot vehicle list windows when closing the depot window | Charles Pigott | |
2021-02-21 | Codechange: [OSX] remove final bits of old debugging code (#8714) | Patric Stout | |
2021-02-21 | Fix: [YAPF] Road pathfinder did not account for length of tunnel/bridge in ↵ | Charles Pigott | |
path cost Copy calculations from the rail pathfinder | |||
2021-02-21 | Fix #8594: [NRT] Road pathfinder did not account for roadtype speed limits | Charles Pigott | |
2021-02-20 | Fix ec1dd0bf: missing override causing compiler warnings (#8708) | Patric Stout | |
2021-02-20 | Codechange: Use C++-ism for zeroing. | Michael Lutz | |
2021-02-20 | Fix: [OSX] Don't wait on the event loop for drawing. | Michael Lutz | |
2021-02-20 | Codechange: [OSX] Only keep a total dirty rect for drawing. | Michael Lutz | |
When drawing an 8bpp screen buffer, palette resolving was done for each dirty rectangle. In areas with high activity, this would mean a pixel might have been resolved multiple times. Also, if too many individual updates were queued, the whole screen would be refreshed, even if unnecessary. All other drivers only keep one overall dirty rect, so do it here as well. | |||
2021-02-20 | Update: Translations from eints | translators | |
estonian: 62 changes by siimsoni korean: 1 change by telk5093 russian: 2 changes by Ln-Wolf finnish: 2 changes by hpiirai | |||
2021-02-20 | Codechange: rename sound ids to make more sense. (#8701) | frosch | |
2021-02-20 | Codechange: Apply coding style | SamuXarick | |
2021-02-20 | Remove: [SDL] SDL 1.3 never happened, so remove all the special code for it | Patric Stout | |
2021-02-20 | Codechange: deduplicate tick-handlers of all video drivers | Patric Stout | |
They were all identical, so better put this in a single place hoping it is less likely to break. | |||
2021-02-20 | Change: [Win32] Remove force_full_redraw and display_hz settings | Patric Stout | |
These were special settings only for the win32-drivers, and introduced in the very first version we track. Time kinda had caught up with those variables, so it is time to say farewell. force_full_redraw was most likely a debug functionality "in case our dirty-rect fails". This should no longer be needed. display_hz was cute, as it had a max of 120. That is kinda out-dated information, but I also doubt anyone was really using this. | |||
2021-02-20 | Codechange: [Win32] simplify when/where GdiFlush() is called | Patric Stout | |
2021-02-20 | Codechange: be consistent in what CheckPaletteAnim() does and when it is called | Patric Stout | |
Additionally, make sure this is a class method. Later commits will make use of this. | |||
2021-02-20 | Codechange: be consistent in naming the paint function Paint() | Patric Stout | |
Also move this function to be a class member. This to allow further deduplicating of code in a later commit. | |||
2021-02-20 | Codechange: use (Un)LockVideoBuffer() to manage video buffer | Patric Stout | |
2021-02-20 | Codechange: move all input-handling of video-drivers into InputLoop | Patric Stout | |
2021-02-20 | Codechange: [Win32] make fast-forward check the same as with other drivers | Patric Stout | |
It was of all the drivers the only one doing this slightly different. When trying to unify more code, that was rather annoying. |