Commit Graph

75 Commits

Author SHA1 Message Date
UnknownShadow200 8c77df3d2b xyz 2017-08-19 14:35:54 +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 ac276d3611 Remove generic CreateVb<T>, force everyone to use raw pointers 2017-06-11 22:45:41 +10:00
UnknownShadow200 b45bb70785 some micro optimisations 2017-02-07 22:53:54 +11:00
UnknownShadow200 98d435b110 fix licensing 2017-01-20 09:12:04 +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 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 273b3b32e2 Gfx: Remove unnecessary parameter from UpdateDynamicIndexedVb 2016-10-10 09:13:32 +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 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 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 f960043a08 Colour held block, more work on dig anim. 2016-06-25 13:48:12 +10:00
UnknownShadow200 b2c642b8af Remove Block enum. 2016-06-11 15:29:45 +10:00
UnknownShadow200 1ab620559b Fix key bindings not working due to mono compiler issue with enum initalisers. 2016-06-10 17:17:10 +10:00
UnknownShadow200 b352f1c7c9 Fog calculation should use camera position instead of entity's head position, fixes #191. (Thanks goodlyay) 2016-05-08 13:31:31 +10:00
UnknownShadow200 c4834cc392 Inline performance hotspots. 2016-04-26 23:08:28 +10:00
UnknownShadow200 e51aefe4d7 Fix padding issues, also be more helpful when using 'OpenGL build with Intel GPU on windows.' 2016-04-19 10:17:24 +10:00
UnknownShadow200 69a0b146b6 Active option should be in yellow-ish text, also make 'done' buttons bigger in classic mode. (Thanks FrostFox) 2016-04-16 22:56:31 +10:00
UnknownShadow200 0866009fef Alt+Scrolling in inventory should scroll hotbar instead (Thanks FabTheZen), closes #161. 2016-04-08 12:16:30 +10:00
UnknownShadow200 3865bc6888 Rename vertices structs to a more concise one, also fix issue with progress bar very very rarely overflowing when the server overflows on computing the progress value, by instead computing it client-side. (Thanks 123DontMessWitMe) 2016-03-29 20:45:52 +11:00
UnknownShadow200 a78205c45a Add copyright notices to every source file. 2016-03-26 13:51:42 +11:00
UnknownShadow200 1bf5c9e68f Super quick fix for OpenGL backend crashing on start. 2016-02-18 23:14:28 +11:00
UnknownShadow200 17b695845a Fix entity shadows on Direct3D9 backend. (Thanks goodlyay) 2016-02-18 23:13:19 +11:00
UnknownShadow200 7427d399c5 Particles now use the 1D texture atlas arrays. This means we no longer need a copy of the 2D terrain atlas in vram. 2016-01-31 23:54:45 +11:00
UnknownShadow200 0f87b7feb5 Specify whether the FastBitmap instance is readonly or not. (Mainly for android) 2016-01-21 21:19:23 +11:00
UnknownShadow200 b79de4c457 Create and implement the CpeTextColours extension. 2016-01-10 21:05:46 +11:00
UnknownShadow200 101cbc5f06 Add more methods for android, add platform class to abstract away some platform differences. 2016-01-07 22:29:40 +11:00
UnknownShadow200 dacd6e4f44 Use MinBB/MaxBB in place of +0/+1, except for mesh builder. 2015-12-15 13:36:49 +11:00
UnknownShadow200 c8061b64fd Cleanup SelectionManager, don't show all 64 spaces in ChatInputWidget. 2015-11-08 16:32:08 +11:00
UnknownShadow200 928ab17ec2 More comments. 2015-11-03 16:26:15 +11:00
UnknownShadow200 42e86be6f0 Fix crashing when rainy but not drawing any vertices on nVidia cards, use default.png font for player names. 2015-11-02 17:29:56 +11:00
UnknownShadow200 bc92278291 More comments in IGraphicsAPI. 2015-10-29 06:58:11 +11:00
UnknownShadow200 59aa0a1c07 Remove console window from default builds. 2015-10-27 07:08:46 +11:00
UnknownShadow200 6f8a4be44d Use /client gpuinfo and log gpu info when an unhandled exception occurs, rather than always displaying it at startup. 2015-10-26 20:51:55 +11:00
UnknownShadow200 e83957c685 More code commenting and cleanup. 2015-10-25 20:34:47 +11:00
UnknownShadow200 7cf129963d More comments, new launcher works on linux. 2015-10-21 18:30:18 +11:00