Clownacy
988f1128dd
Convert a bunch of ints to size_t
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ints are dumb - only use them when you have to
2020-09-10 17:36:21 +01:00
Clownacy
4d322be866
Change render backend namespace to RenderBackend_
2020-04-04 20:24:34 +01:00
Clownacy
ae8aeae2ac
Restored the new font system
2019-09-04 15:43:28 +00:00
Clownacy
f956eb9264
Mostly ASM-accurate Draw.cpp
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See #74
2019-08-31 17:43:45 +01:00
Clownacy
f354b84f6a
Revert "Glyphs now regenerate with the rest of the game's textures"
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This reverts commit aa6174b3f2
.
2019-08-14 16:26:37 +00:00
Clownacy
aa6174b3f2
Glyphs now regenerate with the rest of the game's textures
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God-damn this code is ugly
2019-08-13 18:32:44 +01:00
Clownacy
6d385e674f
Font refactor part 1: Software
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With this, font blitting is handled by the rendering backend, paving
the way for hardware-accelerated font drawing in the accelerated
backends.
2019-07-23 16:38:04 +01:00
Clownacy
f25df2ce07
Remove SDL2 dependency from Font.cpp
2019-04-21 21:28:18 +01:00
Clownacy
4f7db164d6
Overhauled graphics system
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Along with being more accurate to the original, this fixes switching out
of fullscreen causing textures to disappear. This was caused by DirectX
destroying textures that are marked as render-targets when a device-loss
occurs. SDL2 doesn't do anything to recover them, unlike regular
textures, so my solution is just to avoid render-target textures
entirely.
On the upside, this should make drawing text to surfaces much faster,
since we're not reading back bitmaps from the GPU.
2019-01-30 21:07:47 +00:00
Clownacy
90ef30bece
Added option for fonts to be loaded from Windows
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This restores some compatibility with Config.dat's font settings.
2019-01-29 14:20:25 +00:00
Clownacy
ea0b3d32ac
Corrected Font.h includes
2019-01-25 04:07:21 +00:00
Clownacy
69a2357ca3
Fixed font gamma-correction
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Also did some cleanup.
2019-01-25 03:57:17 +00:00
Clownacy
3bb0435c27
Overhauled font system
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Now with super-sexy accurate subpixel rendering and Japanese support
2019-01-24 17:36:18 +00:00