Commit Graph

139 Commits

Author SHA1 Message Date
UnknownShadow200 8c77df3d2b xyz 2017-08-19 14:35:54 +10:00
UnknownShadow200 a7508a990a Don't break backwards compatibility of OpenTK.dll with release launcher, fixes #466. 2017-08-17 09:03:04 +10:00
UnknownShadow200 f59f8cbda3 Fix broken dev builds 2017-08-12 21:33:29 +10:00
UnknownShadow200 62fc09a53f Names shouldn't be affected by fog colour. Fixes #462. 2017-08-11 22:56:16 +10:00
UnknownShadow200 bee207138c Only pick a block if the intersection point is exactly within reach distance. Should address #461. 2017-08-02 20:06:01 +10:00
UnknownShadow200 54c1909cd4 X 2017-07-25 22:05:45 +10:00
UnknownShadow200 e2ea555a94 Quick fix for map not rendering in pre OpenGL 1.2 backend. (needs to be optimised still) 2017-07-25 21:49:40 +10:00
UnknownShadow200 715011fa98 Offset vertices instead of indices in the OpenGL backend.
This fixes issues when using mesa and the i915 dri backend (tested on lubuntu, may affect other distributions), specifically for the 945GM and related gpus. This fixes issues such as parts of the map being invisible, blocks in the inventory being invisible depending on the number of sprite and non-sprite blocks in the inventory, position text becoming invisible depending on your location in the world, axis lines sometimes being invisible, entity models sometimes being invisible, particles sometimes being visibile or invisible depending on the frame, which had different invisibility behaviour every time the client was run.
2017-07-06 11:52:58 +10:00
UnknownShadow200 d82cfe2cbe For maximum performance, provide an overload of DrawTris that does not take a startIndex as a parameter 2017-07-06 11:29:51 +10:00
UnknownShadow200 bf846b80c0 Remove DrawMode/DrawVb/DrawIndexedVb, just provide DrawVb_Lines and DrawVb_IndexedTris 2017-07-03 23:56:05 +10:00
UnknownShadow200 7f81de5ca6 Fix most of the issues with pre opengl 1.2 backend, except for map rendering 2017-07-03 23:33:53 +10:00
UnknownShadow200 00ebd7db8e If GPU doesn't support vbos, or you specify force-oldgl=true in options.txt, use the ancient OpenGL backend 2017-07-03 23:21:59 +10:00
UnknownShadow200 014959ca7a 1 line fix for most of the rendering issues with pre 1.2 opengl backend 2017-07-02 23:45:42 +10:00
UnknownShadow200 5adf0890fc Get gui and most things rendering with pre opengl 1.2 backend 2017-07-02 19:49:19 +10:00
UnknownShadow200 b448f8a38b Initial work on OpenGL backend that only uses display lists, to support pre 2005 GPUs 2017-07-02 19:40:20 +10:00
UnknownShadow200 942ecfef6b Tick network reading 60 instead of 20 times a second. 2017-06-25 13:43:13 +10:00
UnknownShadow200 b34b627916 Fix mistakes in OpenGL func pointers, modularise IGraphicsApi.CreateDefaultIb 2017-06-12 18:37:18 +10:00
UnknownShadow200 ac276d3611 Remove generic CreateVb<T>, force everyone to use raw pointers 2017-06-11 22:45:41 +10:00
UnknownShadow200 b7929e541d fix last commit 2017-06-05 15:32:48 +10:00
UnknownShadow200 4fb9af812e Rename FastColour to PackedCol, start work on writing D3D9 resource creation methods in C.
Do I even have a clue what I'm doing?
2017-05-13 13:43:29 +10:00
UnknownShadow200 096930653d More fixes 2017-02-11 17:07:29 +11:00
UnknownShadow200 20b3b6fe5c Don't accept terrain.png if too large, fixes #256 2017-02-11 12:49:27 +11:00
UnknownShadow200 132967bf9d Now hold air instead of 255 in survival, fixes invalid block type 255 2017-02-10 23:54:08 +11:00
UnknownShadow200 ba99f63c29 Better context lost/restored logging 2017-02-10 11:27:04 +11:00
UnknownShadow200 b45bb70785 some micro optimisations 2017-02-07 22:53:54 +11:00
UnknownShadow200 f680bd0706 Optimise inventory rendering 2017-02-07 16:18:56 +11:00
UnknownShadow200 3a55073739 Use better alpha state management for better performance. 2017-02-05 08:25:20 +11:00
UnknownShadow200 98d435b110 fix licensing 2017-01-20 09:12:04 +11:00
UnknownShadow200 75f0a73841 Style: Indent catch and switch properly. 2016-12-02 15:31:34 +11:00
UnknownShadow200 250ab7f417 Do same for launcher 2016-11-27 14:50:45 +11:00
UnknownShadow200 1aef52fab2 Use standard indentation for everything. 2016-11-27 14:47:09 +11:00
UnknownShadow200 71799ba86c Survival: add basic structure for a healthbar 2016-10-20 16:52:37 +11:00
UnknownShadow200 5591f0a40e Gfx: Remove unnecessary CreateIb code. 2016-10-17 21:34:55 +11:00
UnknownShadow200 7f92161077 Gfx: IGraphicsApi is no longer responsible for managing dynamic vertex buffers. Simplify dynamic vertex buffer code. 2016-10-12 19:28:00 +11:00
UnknownShadow200 faa89144dd Merge branch 'master' of github.com:UnknownShadow200/ClassicalSharp 2016-10-10 10:05:38 +11:00
UnknownShadow200 273b3b32e2 Gfx: Remove unnecessary parameter from UpdateDynamicIndexedVb 2016-10-10 09:13:32 +11:00
UnknownShadow200 f10cd336eb Get rid of unneeded SetRenderState call. 2016-10-09 09:40:42 +11:00
UnknownShadow200 b576506b86 Gfx: add bool indicating whether texture should use managed or default pool. 2016-10-06 10:54:17 +11:00
UnknownShadow200 febe31b904 Style: Split IGraphicsAPI into IGraphicsAPI and IGraphicsAPI.Core, don't catch NotSupportException for invalid bitmap. 2016-10-05 18:25:21 +11:00
UnknownShadow200 6aefaec83e Gfx: Unload far away chunks that we can't see to reduce video memory usage on low fog distances. 2016-10-03 21:55:56 +11:00
UnknownShadow200 ac13fa78ca Gfx: Use Default instead of Managed pool on Direct3D 9 backendfor vertex buffers, typically halfs memory usage.
Managed pool places data in both video and system memory. By only using the default pool, we only store data in video memory (at the cost of needing to recreate vertex buffers whenever the context is lost). This also means the client will crash whenever it runs out of video memory.. but really if that happens, you are likely stuffed anyway. I think the tradeoff is worth it. I'll also unload far away chunks to reduce video memory usage.
2016-10-03 21:23:18 +11:00
UnknownShadow200 d74d78df0d Core: Rewrite camera class to have less code duplication. 2016-10-01 18:21:49 +10:00
UnknownShadow200 64cb13d0a6 Gfx: DeleteVb should reset the id too. 2016-10-01 17:45:17 +10:00
UnknownShadow200 da8ebc61b1 Fix last compile errors for android backend. 2016-09-11 12:45:23 +10:00
UnknownShadow200 38be2f192e Make ticking tasks code more extensible. 2016-08-06 15:06:20 +10:00
UnknownShadow200 db86bee196 Fix error screen losing colour after context is lost. 2016-07-16 23:30:57 +10:00
UnknownShadow200 0da70b91eb Use android-compatible 'is 32bpp bitmap' test. 2016-07-14 00:15:25 +10:00
UnknownShadow200 719d741a9b More fixups for android backend. 2016-07-13 22:48:28 +10:00
UnknownShadow200 02fc19e1e7 Fixup OpenGLES api for IGraphicsApi changes. 2016-07-13 22:26:43 +10:00
UnknownShadow200 ea12b5a428 Also add very simple dynamic lighting. 2016-07-12 19:54:34 +10:00