Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-02-22 | Codechange: [SDL2] Move functions and variables to class-scope | Patric Stout | |
This allows future subdrivers to override them. | |||
2021-02-22 | Codechange: [SDL2] Move SDLSurface code to its own function | Patric Stout | |
This increases readability, and allow future subdrivers to not use SDLSurface to draw. | |||
2021-02-22 | Codechange: [SDL2] Split Start() in a few more functions | Patric Stout | |
This makes it a bit easier to follow what is going on, and allow future subdrivers to hook into a few of these functions. Reworked the code slighly while at it, to return early where possible. | |||
2021-02-22 | Codechange: [OpenGL] Let OpenGL clear the pixel buffer if possible. | Michael Lutz | |
2021-02-22 | Add: A 32 bpp blitter that uses the animation buffer from the video backend ↵ | Michael Lutz | |
to speed up palette animation. | |||
2021-02-22 | Codechange: [OpenGL] Use persistently mapped pixel buffers when supported. | Michael Lutz | |
2021-02-22 | Add: [OpenGL] Support for a separate animation buffer that stores the ↵ | Michael Lutz | |
palette values of the screen in addition to the colour buffer. | |||
2021-02-22 | Codechange: Allow blitter factories to decide at runtime if the blitter is ↵ | Michael Lutz | |
usable. | |||
2021-02-22 | Change: [Win32] Prioritize the OpenGL video driver over the GDI one. | Michael Lutz | |
2021-02-22 | Add: [OpenGL] Accelerated mouse cursor drawing. | Michael Lutz | |
2021-02-22 | Fix: Don't trash video buffer alpha in SSE3/4 blitters. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Initialize backing store to opaque alpha to allow ↵ | Michael Lutz | |
blending effects. | |||
2021-02-22 | Add: A simple, templated cache map that uses a least recently used eviction ↵ | Michael Lutz | |
strategy. | |||
2021-02-22 | Codechange: Allow video drivers to handle the cursor themselves. | Michael Lutz | |
2021-02-22 | Codechange: Make the simple Malloc sprite allocator globally usable. | Michael Lutz | |
2021-02-22 | Codechange: Give sprite encoders a hint which colour components of a sprite ↵ | Michael Lutz | |
are filled with useful information. | |||
2021-02-22 | Add: Allow sprite encoders (blitters) to specify an alignment for sprite ↵ | Michael Lutz | |
width and height. | |||
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 | 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 | |