Age | Commit message (Collapse) | Author |
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Signed-off-by: anotherguest
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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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When doing glTexSubImage2D we do not need to assure that the source data has
the same width as the texture when we want to update the data, we just need
to assure that the width * Bpp cound matches the pitch.
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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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This fixes messed up graphics, when SDL decides to add padding bytes to the
lines of an SDL_Surface. Formerly the code always calculated the pitch via
w*bpp, which of course does not work in all cases.
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Only applies when using loadable modules.
This requires a second compile run or black voodoo linker tricks.
Not implemented at this time. Disable it, so we get DS build failure
reports from buildbot (which are useful with all the DISABLE_EVERYTHING
defines).
The resulting binary might be too big to be usable.
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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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change.
This fixes a slight move of the mouse cursor when the hardware mouse position
is at a subpixel from the logical coordinates.
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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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- added a few macros for convinience
- use them
- replaced CHECK_GL_ERROR with GLCALL
- spam GLCALL
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See http://wiki.scummvm.org/index.php/Compiling_ScummVM/Android
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maybe now?
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and hoping for buildbot to pick up the toolchain now
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It seems unlikely that git will ever be able to produce a $(VER_REV)
of 6 characters or less (the requirement for the version field in
IP.BIN), so don't even try to use it.
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change.
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The sign comparison fix requires a little more work than int->uint change, else it
throws an exception on the N64
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I accidently removed two lines when doing the merge since I read the log
incorrectly. Thanks to dhewg for reporting this.
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Thanks to dhewg for reporting this!
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This change is not tested.
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This change is not tested, but should hopefully work fine.
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This change is not tested, but should hopefully work fine.
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This change is not tested, but should hopefully work fine.
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This change is not tested, but should hopefully work fine.
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This change is not tested, but should hopefully work fine.
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Conflicts:
backends/platform/wii/osystem_gfx.cpp
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JNI calls can happen through the timer mechanism (hence from another
thread). Attach the timer thread to the VM to prevent assert()s
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add bionic replacement __assert2(), so we actually see what's happening
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- EVENT_SCREEN_CHANGED must happen _after_ we have a new surface,
not when the the old surface vanishes. fixes port on galaxy tab
- textures have to be redefined with glTexImage2D() to make
glTexSubImage2D() not fail on screen changes
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adb logcat ScummVM:\* \*:S
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get rid of -DANDROID and -DANDROID_BACKEND
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- move all android specific make stuff from module.mk to android.mk
- don't create automatically generated files in the source tree
- don't fail when building outside of the source tree
- clean android build files on "make clean"
- cleanup
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this gets rid of the "no plugins found, go to market, kthx" message,
which doesn't make sense on monolithic builds (market only has
ancient apk's anyway)
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svn-id: r55898
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