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