#2109: Trunk rendering patch
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Reporter: Safety0ff |
Owner:
Type: patch (a actual patch, not a request for one) |
Status: new
Priority: major |
Milestone: 3.0
Component: Engine: Graphics |
Version: svn/trunk
Keywords: | Operating
System: All/Non-Specific
Blocked By: |
Blocking:
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The most important part of this patch are the changes to terrain.c to keep
the opengl state caching in sync.
This makes pressing tab work properly regardless of which fog mode you're
using (before this patch only fog of war works properly.)
I removed glpushattrib/glpopattrib calls (some unnecessarily) because if a
call w/caching is made between them, it will cause a desync.
Note: Depth buffer writing isn't cached and it seems o.k. (for the time
being) to simply turn it on after having set it to off (regardless what it
was set to previously).
Other things in this patch:[[BR]]
Don't iterate over unnecessary tiles + don't triple check tile coords
+ access memory the same way as in mapTile().[[BR]]
Rectangular POT textures instead of square POT textures to reduce memory
access/transfer size.
I also made some misc. and whitespace changes.[[BR]]
I'm going to upload both the whitespace and non-whitespace change patches
(for readability).[[BR]]
I'll chop up the patch later on (so no need to repeat this.)
--
Ticket URL: <http://developer.wz2100.net/ticket/2109>
Warzone 2100 Trac <http://developer.wz2100.net/>
The Warzone 2100 Project
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