Age | Commit message (Collapse) | Author |
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left corner
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we know the RenderState
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Instead of specifying a subRect. This also reverts the code that rendered to a
backbuffer and then did a full backbuffer warp. Wrapping is done in the RenderTable
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Usually those variables are parsed from the file name
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Since it can be in either the x or the y direction
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been registered with SearchMan
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returning and skipping everything
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Reimplementation of 7a49802c01b0c39be4e86335689db8f3359fde68
This is based on a suggestion made by clone2727, so the original
idea belongs to him.
Engines can now override the common AVI audio track handler with a
custom one. This is needed for the Z-Engine AVI videos, since they
use a custom audio decoder that is only used in the two Z-Engine
games, and has its own fake AVI audio format (17). This clashes with
the MS IMA ADPCM format, and therefore shouldn't pollute the common
AVI video decoder code. The addition of this over-ridable method
allows the Z-Engine to add its own custom AVI decoder while avoiding
code duplication.
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a backbuffer
This makes wrapped warping much easier as well as allowing changeLocation offsets to
work properly
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panorama warping
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Velocity outside the working window is zero
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There is still a discontinuity when wrapping, but I am committing so that
others can look at the code
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The working window is a Rect centered inside the actual window edges. All in-game
coordinates are in the working window coordinate system. Also, all images in-game
are clipped to the edges of the working window.
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changes
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This is a copy of d089658fb84f67652e9569bc03c76bcc65e7b881 for older MSVC
versions. Thanks to Strangerke for noticing.
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criezy
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