Age | Commit message (Collapse) | Author |
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mode for it.
This partly fixes the OpenGL mode mess, but now OpenGL Normal and OpenGL
Conserve will feature the same semantics when aspect ratio correction is
enabled... That is still something to solve.
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This fixes an color bug in the resulting screenshots.
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First step into making all state variables of the OpenGL backend private, to
help making the backend more maintainable, by disallowing subclasses to just
mess with everything...
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This fixes annoying graphics glitches, which occured sometimes when resizing
the Window.
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Now subclasses will not need to worry about the scaling logic themselves, but
just need to implement setInternalMousePosition, which should handles setting
the system's mouse coordinates.
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This avoids too big cursors when the screen resolution is really high.
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This makes the overlay looking nicer in fullscreen mode.
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Resets defaultTo1XScaler when going back to the launcher
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Currently all the cursor data is converted to RGBA8888 to allow for
easy colorkeying.
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This fixes a segfault when trying to use the OpenGL backend with 16bpp games,
however this does not make Last Express nor Loom PC-Engine Japanese work for
me. They now fail with a "Pixel format not supported" error.
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If we do not do this, we might end up with a default alignment of 4, which will
fail (as in the graphics will be messed up) in case the screen resolution is
not divisible by 4.
Thanks to digitall for noticing this problem and finding out about
GL_UNPACK_ALIGNMENT.
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master
Conflicts:
backends/platform/android/android.cpp
engines/sci/graphics/screen.cpp
engines/sci/graphics/transitions.cpp
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Rather than that I introduced a function which converts hardware screen
coordinates to overlay / game screen coordinates.
The logic which converts mouse movement events with hardware screen
coordinates to overlay / game screen coordinates is now inside notifyEvent.
This is still broken design, since one should not abuse an observer for that.
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This actually still has the drawback that if one calls OSystem::updateScreen
from the sound thread that it might crash. Hopefully no code does this though...
svn-id: r54830
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I added an comment explaining why OSD is broken currently. The basic problem is
that OpenGL is not thread safe, thus in case we try to display any message on
the OSD from the sound thread for example it will result in crashes.
svn-id: r54829
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svn-id: r54756
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svn-id: r54573
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svn-id: r54542
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svn-id: r54520
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svn-id: r52503
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svn-id: r52502
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Now the previous aspect ratio modes are handled as GFX modes. The previous
GFX modes were for scaling, but are removed now. A new 4/3 display mode
added. Added Ctrl-Shift-A for backward switching through display modes, and
Ctrl-Alt-<number key> for switching to a specific GFX mode.
Window resizing now is available for all display modes, and will
automatically change the scale factor as well as maintain the aspect ratio
when needed.
svn-id: r52501
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correction. Rename _transactionDetails.needHotswap to _transactionDetails.needRefresh.
svn-id: r52054
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svn-id: r52025
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svn-id: r51806
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svn-id: r51752
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OpenGL context may be destroyed after calling SDL_SetVideoMode, so it is better to always recreate the textures.
svn-id: r51675
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svn-id: r51604
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svn-id: r51599
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svn-id: r51592
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fullscreen toggling default mode selection.
Floats can lead to calculation errors because, now uints are used and aspect ratio values are handled with a x 10000 scale.
When entering fullscreen, it will be looked for the fullscreen mode with the smallest metric that mantains the game screen aspect ratio.
svn-id: r51563
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GLES). General cleanup and commenting.
svn-id: r51559
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svn-id: r51552
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svn-id: r51551
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OSystem_SDL will create a merged list of all graphics modes from SDL and OpenGL. When the user changes the graphics mode in options and restarts ScummVM should switch to that graphics mode in the corresponding graphics manager.
svn-id: r51493
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This fixes a hack for resetting the graphics scale to x1 when starting games that have a large screen size. The SDL graphics manager should now scale back to x1 without changing the current scaler in use, as well as the OpenGL graphics manager.
svn-id: r51492
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