Age | Commit message (Collapse) | Author |
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It's a dirty rect problem. The computeSize() function needs to
take into consideration that the glyph may be offset, so it's not
enough to just look at its size. For now, I'm assuming that this
is only a problem with characters that stick out below the base
line, so that's all this patch tries to fix. Let's see if that's
enough.
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Some backends may break as I only compiled SDL
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Added dirty rects
Reduced the max FPS from 60 to 30
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Caps'ed the filenames, even if it should not matter normally
svn-id: r55714
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Rewrote the Z-order management, it's now very close to the original code
svn-id: r55650
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svn-id: r54219
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These corrections close a number of leaks in the Toon engine reported by running Valgrind with --leak-check=full option, but a few still remain.
svn-id: r54185
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These corrections close a number of leaks in the Toon engine reported by running Valgrind with --leak-check=full option.
svn-id: r54127
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Fixed problems when the uncompressed is smaller than compressed size
Bug fix sent by Thomas
It also fixes Bug fix #3086004 : "TOON: Lights above WACME doors incorrect"
svn-id: r53908
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Used to rescale the knight animation when the knight
is moved around the room in Chapter 2
svn-id: r53865
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Bug #3084725: "TOON: Glitch in cursor anim"
svn-id: r53453
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svn-id: r53161
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svn-id: r53098
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svn-id: r53089
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svn-id: r53087
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