grabbed. At least if the pointer is visible when the debugger break happens, I don't worry
about it getting stuck hidden. (Note that that seems to be related to Alt+Tabbing out of the
game and coming back. I wish I knew what's going on.)
SVN r2497 (trunk)
example. Do not modify the window class pointer. I still had an instance where I was left with
an invisible pointer no matter where I moved it, so hopefully this takes care of that. (edit:
it doesn't.)
SVN r2496 (trunk)
- Two tweaks to raw mouse input to make it better behaved when the window suddenly has focus
removed (e.g. because of a debugger break):
* Keep the pointer centered in the window, as for Win32Mouse. Even though it's not generating
any traditional input events, it's still moving all over the screen. e.g. If we have focus
yanked away and you're pressing the right mouse button as it happens, you can suddenly find
yourself with a popup menu open.
* Use SetCursorState() like the other mouse modes instead of ShowCursor() to hide the
pointer. This way, we don't need to worry about being stuck with trying to use the system
with an invisible pointer, because only the game window will be pointer-less.
SVN r2495 (trunk)
since the screenwipe speedup fixes also mean that this function no longer operates directly
with the front buffer, but rather with a copy that is not letterboxed.
SVN r2355 (trunk)
some other application already has it. While technically this is a failure, the device is
still created, so we can continue using it anyway.
SVN r2326 (trunk)
Since we're already sending everything to a rich edit control hidden in the background,
we can just grab its contents for the report.
- Use code page 1252 when previewing text files in the crash dialog.
SVN r2185 (trunk)
specify a character advance separately from the glyph width. GetChar and GetCharWidth now
return this value in place of the glyph width. (For non-BMF fonts, these should still
return the same values as before.)
SVN r2180 (trunk)
Silverex's X-Chat comes with the former now. Unfortunately, I can't seem to actually
set the font when my system default code page is 932, since it wants to use some Kanji-
compatible font instead. I wonder if I can still use the Unicode RichEdit control with
Windows 9x. (Does it even matter? Windows 9x users make up less than 0.1% of all visitors
to zdoom.org these days.)
SVN r2176 (trunk)
machines, so when an NPC need to show the "enough" response, it has enough
information available to do so.
- Some new Strife Teaser fixes I forgot to commit are in here.
- Moved norawinput check into FindRawInputFunctions().
SVN r2120 (trunk)
swap between them each frame. The one that's not the TempRenderTexture is used
as the FrontCopySurface without the need for a copy operation. This removes the
performance penalty the previous commit introduced for these modes.
SVN r2014 (trunk)
properly in letterboxed modes.
- Added another surface to receive a copy of the top back buffer immediately
before it is presented. This effectively produces a copy of the front
buffer without the performance penalty of GetFrontBufferData, so fullscreen
wipe preparation and screenshots are faster now. At lower resolutions,
always copying the backbuffer does incur a slight FPS hit, but it's
practically free at higher resolutions.
SVN r2013 (trunk)
assumed that since the wipes only run at 35 FPS, the time spent DMA'ing
it from system to video memory would be acceptable. Apparently I was wrong.
In particular, updating the same surface several times probably has to
synchronize between each one, making melt particularly slower than it
needs to be.
SVN r2012 (trunk)
time as the polled timer so that the timer does not start running until the
first time it is used.
- Removed the srand() call from D_DoomMain(), because it started the game
timer running prematurely, and we never call rand() anywhere. (Not to
mention, even if we did use rand(), always seeding it with 0 is rather
pointless.)
SVN r1974 (trunk)
unsigned integer that can use all 32 bits. They must therefore use
the unsigned mul instruction rather than the signed imul instruction.
- Fixed several signed/unsigned comparison and possibly uninitialized
variable warnings flagged by GCC.
SVN r1965 (trunk)
player sprites will retain the same precision they had when they were
rendered as part of the 3D view. (needed for propery alignment of flashes
on top of weapon sprites) It worked just fine for D3D, but software
rendering was another matter. I consequently did battle with imprecisions
in the whole masked texture drawing routines that had previously been
partially masked by only drawing on whole pixel boundaries. Particularly,
the tops of posts are calculated by multiplying by spryscale, and the
texture mapping coordinates are calculated by multiplying by dc_iscale
(where dc_iscale = 1 / spryscale). Since these are both 16.16 fixed point
values, there is a significant variance. For best results, the drawing
routines should only use one of these values, but that would mean
introducing division into the inner loop. If the division removed the
necessity for the fudge code in R_DrawMaskedColumn(), would it be worth it?
Or would the divide be slower than the fudging? Or would I be better off
doing it like Build and using transparent pixel checks instead, not
bothering with skipping transparent areas? For now, I chop off the
fractional part of the top coordinate for software drawing, since it was
the easiest thing to do (even if it wasn't the most correct thing to do).
SVN r1955 (trunk)
at just fixing it at a specific value, since the supply of SM14 cards isn't
all that diverse and all from ATI, but apparently Radeon 8500s and 9000s
have different precision levels in their pixel shaders. See bug report
<http://forum.zdoom.org/viewtopic.php?p=444523>
- Removed unused variables FBFormat and PalFormat.
SVN r1901 (trunk)
Mobility Radeon 9000 (on a PCI card, no less!), I have decided to give the
PS14 support some loving: D3D windowed gamma now works on these cards using
a texture lookup for the gamma table. Sadly, this halves my framerate, so
setting gamma to 1 will skip the gamma correction, as it was before, for
full speed. (On my 8800 GT, the gamma correction was free.)
SVN r1898 (trunk)
surfaces are alternately locked for read-only access each frame, forcing
the driver to stop buffering more than one frame at a time. The input lag
on my system doesn't seem to be as bad as it once was (I can no longer
see it obviously with my naked eye), but turning antilag on "feels"
slightly more responsive. The cvar d3d_antilag turns this technique on and
off. See <http://www.xyzw.de/c120.html> for more details.
SVN r1870 (trunk)
which could cause crashes.
- Added custom special colormaps to DECORATE.
- Cleaned up special colormap code and removed lots of dependencies on the
knowledge of the tables' contents.
SVN r1860 (trunk)
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
Using a fixed light level (e.g. PowerTorch) will no longer wipe out
colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
doing it while copying the 3D view window to the display now blends
underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
executable and into zdoom.pk3. Shaders are still precompiled so I don't need
to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
lighting models. These are accessed with the new DrawTexture tags
DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
benefits thereof.
SVN r1858 (trunk)
- moved default item drop style into gameinfo.
- moved default respawn time into gameinfo.
- moved default inventory max amount into gameinfo.
- turned Heretic's blocking of the sector for LS_Plat_RaiseAndStayTx0 into
a parameter instead of having the game mode decide.
SVN r1812 (trunk)