Since the decoder cannot handle sound, there's two options:
1: Use the same sounds as the video it replaces.
2: If an identifiable streamable sound with the same base name is found, it will be played along with the video.
Fixes#133
* use static_assert directly. Raze is C++17, no need for that macro shit.
* removed CONSTEXPR - I seriously fail to see the use here, many of the functions marked as CONSTEXPR cannot possibly even be constant evaluated so the declaration makes no sense. Removed most of these and replaced the valid ones with the official constexpr keyword.
* got rid of EDUKE_PREDICT_FALSE - this makes zero sense in script parsing code, at best it will save a few microseconds. Clean code wins.
* replaced Blrintf with xs_CRoundToInt. Shitty name is shitty name, even if derived from POSIX.
* replaced Bstr*casecmp with str*icmp. As these get defined in the CMake project based on actual compiler checks they are preferable here.
* removed lots of other stuff that is not needed with a minimum compiler requirement of C++17.
In particular this means to remove the option to disable widescreen aspect ratios. The way this was handled makes no sense with the current render backend.
The aspect ratio code will have to be redone entirely to properly obey the backend's settings.
This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures.
This also consolidates AnimTexture and VpxTexture.
Game compiles and runs but transparency doesn't work yet.
# Conflicts:
# source/CMakeLists.txt
# source/core/menu/menu.cpp
# source/core/textures/buildtiles.cpp
* removed old sound loading code, which was the last bit to use cacheAllocateBlock which is also gone now.
* cleanup of player sound code. All game side tracking of the sound resources has been removed.
does not compile yet.
The builtin matrices are no longer available in modern GLSL, preventing an upgrade of the shader.
Also perform better reporting of shader compilation errors.
Currently it passes calls through to the system libraries as before.
Also adds an incomplete implementation on PhysFS.
git-svn-id: https://svn.eduke32.com/eduke32@7359 1a8010ca-5511-0410-912e-c29ae57300e0
Refactored extension usage that became core in GL2, and adjusted some types for GL2 compatibility.
git-svn-id: https://svn.eduke32.com/eduke32@6656 1a8010ca-5511-0410-912e-c29ae57300e0
Changes the filtering for cutscenes. By default, ANMs are unfiltered and IVFs filtered regardless of the filtering option in the menu. Use “texturefilter” to use the same filtering as textures, “forcenofilter” to never use filtering and “forcefilter” to always use filtering.
cutscene <path> { texturefilter }
Patch from Fox.
git-svn-id: https://svn.eduke32.com/eduke32@6552 1a8010ca-5511-0410-912e-c29ae57300e0
Overrides the aspect ratio for IVF files.
cutscene <path> { aspect <numerator> <denominator> }
Note: For ANMs, you can use rotatesprite and setaspect to draw TILE_ANIM (currently defined as 30716) in EVENT_CUTSCENE with a custom aspect.
Patch from Fox.
git-svn-id: https://svn.eduke32.com/eduke32@6551 1a8010ca-5511-0410-912e-c29ae57300e0
Files moved but not modified. Changes to follow in a subsequent commit.
You down with CPP?
git-svn-id: https://svn.eduke32.com/eduke32@6055 1a8010ca-5511-0410-912e-c29ae57300e0
2017-02-01 10:01:11 +00:00
Renamed from polymer/eduke32/source/animvpx.c (Browse further)