Commit Graph

24 Commits

Author SHA1 Message Date
UnknownShadow200 62fc09a53f Names shouldn't be affected by fog colour. Fixes #462. 2017-08-11 22:56:16 +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 ac276d3611 Remove generic CreateVb<T>, force everyone to use raw pointers 2017-06-11 22:45:41 +10:00
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 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 d6266ed61e Normalise line endings to end this madness. (Thanks Jjp137) 2016-06-11 17:56:37 +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 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 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 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