zicodxx
|
d33ccb0f01
|
Use Doublebuffer in OGL for all parts of the game and properly redraw elements, fixed Profiler build
|
2007-03-22 11:32:22 +00:00 |
|
zicodxx
|
9e995fdafc
|
force show_fullscreen to software drawing if image is bigger than screen, showing Automap background in low resolutions via software, removed obsolete robot briefing fix in OGL, code cleanup
|
2007-02-06 19:23:33 +00:00 |
|
zicodxx
|
b3720dfcdb
|
use ogl_ubitmapm_cs instead of show_fullscr in OGL to render faster
|
2007-01-27 02:48:36 +00:00 |
|
zicodxx
|
d9124c0d33
|
improved credits scrolling - not that smooth anymore, but less CPU intense
|
2007-01-25 23:58:28 +00:00 |
|
zicodxx
|
c8590bc308
|
make scrolling smoother by changing time_delay
|
2006-10-12 22:48:19 +00:00 |
|
zicodxx
|
2dd1153e28
|
better handling for hires briefings; fixing some memleaks; code cleanup
|
2006-10-07 21:43:55 +00:00 |
|
zicodxx
|
d64c3d1023
|
change byte to sbyte
|
2006-10-06 14:41:31 +00:00 |
|
zicodxx
|
fb98bda91b
|
compiler related changes (thanks to Chris Taylor) -part2: correction for scale_line
|
2006-10-02 14:44:11 +00:00 |
|
zicodxx
|
7d1c6107a5
|
compiler related changes (thanks to Chris Taylor)
|
2006-10-02 14:36:10 +00:00 |
|
zicodxx
|
3d3aed73d0
|
new code for ogl_offscreen_render, used it to reduce flickering in credits and spinning robots, improved way to regognize hires briefing images
|
2006-08-21 23:59:24 +00:00 |
|
zicodxx
|
d1b641f895
|
more adjustments; NUM_LINES and first_line_offset
|
2006-04-14 19:04:50 +00:00 |
|
zicodxx
|
f401d3cf43
|
increased first_line_offset to keep lines in canvas at very high resolutions
|
2006-04-14 18:09:33 +00:00 |
|
zicodxx
|
9b7b536187
|
for OGL build, keep the lines in canvas; created borders and new fadings to hide font appearence and disappearence
|
2006-04-14 10:25:47 +00:00 |
|
zicodxx
|
79b00c7f99
|
rewritten credits scroll function; code formatting
|
2006-03-26 13:49:32 +00:00 |
|
zicodxx
|
cde0244a09
|
initial import
|
2006-03-20 16:43:15 +00:00 |
|