abcdefg30
3ba86f329f
Remove Game.HasInputFocus
2020-04-17 22:26:03 -05:00
Martin Bertsche
98aef70e88
Added display selection option to settings for fullscreen modes.
2020-02-08 18:14:35 +00:00
Paul Chote
9a0916afbb
Add UI Scale dropdown to the settings menu.
2020-02-04 19:56:15 +01:00
Paul Chote
6388a6bff4
Add Graphics.UIScale setting to modify UI size.
2020-02-04 19:56:15 +01:00
Paul Chote
fd64ad7c89
Support rendering at non-integer display scales:
...
* 2x and 3x DPI artwork can be specified using
Image2x and Image3x in chrome.yaml.
* Images are rendered using bilinear interpolation.
* For non-integer screen scales, prefer downscaling
the next biggest resolution image over upscaling.
2020-01-26 20:22:49 +01:00
Paul Chote
1bc6fb0f46
Use antialiasing filter when rendering UI icons and actors.
2020-01-26 20:22:49 +01:00
abcdefg30
23b3c237b7
Update the year numbers in all license headers to 2020
2020-01-05 17:00:34 +00:00
Paul Chote
656a260171
Add VSync setting.
2019-12-26 17:25:38 +01:00
Paul Chote
860117daf9
Implement optimized pixel-art antialiasing mode for non-integer world zoom.
2019-12-13 21:29:43 +01:00
Paul Chote
8c41e6a3f7
Remove redundant zoom parameter.
2019-12-08 04:36:31 +01:00
Paul Chote
327866ffc3
Render world via an intermediate FrameBuffer.
2019-12-08 04:36:31 +01:00
Paul Chote
e7de7b4c05
Introduce World and UI rendering phases.
2019-12-08 04:36:31 +01:00
Paul Chote
1d106e71c4
Save screenshots via the frame buffer.
2019-09-04 20:20:04 +02:00
Paul Chote
c0ee346c1c
Render via an intermediate frame buffer.
2019-09-04 20:20:04 +02:00
teinarss
9982b01642
Get the Ascender value from mod.yaml instead from the Font
2019-06-21 12:51:45 +02:00
Paul Chote
dabc7ec8dd
Remove unnecessary this. references.
2019-06-08 13:19:27 +02:00
Paul Chote
1d4576229a
Move FreeType handling into the Platform dll.
2019-03-14 16:39:26 +01:00
Paul Chote
ab4a7e3558
Replace System.Drawing primitives with our own.
2019-03-04 18:26:42 +00:00
Paul Chote
015316e909
Remove uses of state-mutating Rectangle.Offset and Intersect.
2019-03-04 18:26:42 +00:00
abcdefg30
cadbd0d9ab
Change the year number in all cs headers from 2018 to 2019
2019-01-26 23:15:21 +01:00
RoosterDragon
bb536ee4fc
Run graphics rendering on a dedicated thread.
...
The main game thread can offload some of the CPU cost to the rendering thread, freeing up its time to run more logic and render ticks.
2018-06-22 18:40:16 +01:00
Paul Chote
9ff177359b
Split IGraphicsContext from IPlatformWindow.
2018-06-13 18:45:21 +01:00
Paul Chote
ab14a86d39
Rename Renderer.Device to Renderer.Window.
2018-06-13 18:45:21 +01:00
Paul Chote
28c8089bc7
Rename IGraphicsDevice to IPlatformWindow.
2018-06-13 18:45:21 +01:00
Paul Chote
2f2a7724d5
Rename shp.(frag|vert) to combined.(frag|vert).
2018-06-04 23:33:57 +02:00
Paul Chote
131496ebf8
Merge RGBA sprite rendering into SpriteRenderer.
...
Renderer.RgbaSpriteRenderer is kept as a thin
wrapper to maintain compatibility with consumer
code.
2018-06-04 23:33:57 +02:00
Paul Chote
6c338eb06c
Revert "Run graphics rendering on a dedicated thread."
...
This reverts commit b9be52c5428d4a3862d62fe3a2c01663bd3692c3.
2018-06-04 23:04:35 +02:00
RoosterDragon
b96e062a0d
Run graphics rendering on a dedicated thread.
...
The main game thread can offload some of the CPU cost to the rendering thread, freeing up its time to run more logic and render ticks.
2018-05-29 23:05:39 +01:00
RoosterDragon
90981e5bda
Avoid redundant property reads in Renderer.SetViewportParams
2018-05-29 23:05:39 +01:00
Paul Chote
a329711011
Render lines using SpriteRenderer without breaking the batch.
2018-05-23 23:28:22 +02:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
RoosterDragon
a71a5cc71d
Reduce the size of the sheets created for fonts.
...
- A 512x512 sheet is about half full after precaching and some usage, but uses 16x less memory than the default 2048x2048 sheet. This saving occurs twice as we maintain a managed buffer for this sheet.
- Only precache smaller fonts, as the larger fonts are less used and take up more space than is worthwhile.
- Only precache in white, as red is largely unused.
2017-11-19 12:40:04 +00:00
Paul Chote
dc4c3fd546
Rename VoxelRenderer to ModelRenderer.
2017-06-14 18:56:06 +02:00
Paul Chote
3f9062692b
Add window scale to sysinfo.
2017-02-11 19:36:14 +00:00
Paul Chote
5e7c816257
Add support for font scaling.
2017-01-21 10:59:59 +00:00
Paul Chote
6599aeb035
Add support for retina displays on OSX.
2017-01-21 10:59:59 +00:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
Paul Chote
50da18cd22
Add depth buffer support to RgbaColorRenderer.
2016-08-27 15:43:20 +01:00
Paul Chote
9437a86e7e
Remove legacy sound code and simplify platform init.
2016-08-06 19:53:50 +01:00
Paul Chote
2634643d91
Write z data to the depth buffer.
2016-04-15 09:42:29 -04:00
Paul Chote
dabea59b7d
Pass depth scale factors to vertex shaders.
2016-04-10 09:41:01 -04:00
Paul Chote
706d3ae52a
Move dedicated server code to OpenRA.Server.exe
2016-03-30 19:26:50 +01:00
Paul Chote
bc0efbefd1
Include OpenGL version string in sysinfo.
2016-03-02 21:33:12 +01:00
Paul Chote
e71225496b
Clarify GPL version.
2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9
Update licence header year.
2016-02-21 16:27:31 +00:00
Paul Chote
d573e21a48
Traits open files via the Map.
2016-02-18 18:12:33 +00:00
Paul Chote
844e1a1770
Loads fonts via the virtual filesystem.
2016-02-06 21:24:43 +00:00
RoosterDragon
8e89a6a696
Simplify names, remove unused usings, remove redundant casts.
2016-01-17 21:35:36 +00:00
Pavel Penev
0e53312a1d
Add a package-oriented Platform.ResolvePath() method
2016-01-10 23:19:28 +02:00
RoosterDragon
b5f24c3fa6
Add some missing Dispose calls, fix some Dispose implementations.
2016-01-01 04:51:54 +00:00