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* JVM executes this code faster, than the "i++" one.Carsten Weisse2005-06-084-44/+50
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* code cleanupCarsten Weisse2005-06-081-280/+139
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* code cleanupCarsten Weisse2005-06-081-279/+139
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* for better cache hit ratesCarsten Weisse2005-05-151-2/+4
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* for better cache hit ratesCarsten Weisse2005-05-151-3/+5
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* the default pixel alignment in OpenGL is 4.Carsten Weisse2005-05-113-3/+25
| | | | | | | | to store images correctly with an vid.width e.g 713 (713 isn't a multiple of 4) the alignment has to be 1 byte. see also: http://www.javagaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1115392413
* model frame animation modifications (see fastjogl and lwjgl renderer)Carsten Weisse2005-05-081-41/+35
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* see the other render changesCarsten Weisse2005-05-071-3/+3
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* model frame animation is now stored in an int[];Carsten Weisse2005-05-074-59/+48
| | | | | an int value contains the x, y, z, lightnormal (8bit for each element) this reduces the memory footprint massive and performs better
* this reduces the memory footprint massive;Carsten Weisse2005-05-073-53/+51
| | | | you can now run city3 with 90MB heap
* better string handling and error messagesCarsten Weisse2005-05-073-53/+57
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* helper functions to get the OpenGL version as float valueCarsten Weisse2005-05-074-5/+21
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* modified loading of submodels and faces to get better cache hit ratesCarsten Weisse2005-05-072-230/+249
| | | | (little bit faster)
* preconstruct a Throwable is faster; (is used in control flow)Carsten Weisse2005-05-071-15/+12
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* preconstruct a Throwable is faster; (is used in control flow)Carsten Weisse2005-05-072-12/+12
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* organized importsCarsten Weisse2005-05-061-3/+1
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* use the GL_BGR (OpenGL1.2) format if possible;Carsten Weisse2005-05-063-44/+62
| | | | then RGB to BGR flip loop isn't used. (faster)
* import cleanupCarsten Weisse2005-04-251-10/+3
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* screenshot function for (fast)jogl drivers.Carsten Weisse2005-04-252-131/+165
| | | | Needs a callback mechanism and a sliced buffer.
* The first screenshot implementation (lwjgl)Carsten Weisse2005-04-251-63/+68
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* bugfix [ 1144565 ] power shield of monster "brain" not displayed correctlyCarsten Weisse2005-04-081-4/+4
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* initial value of gl_modulate is set to 1.5 because the game was mostly too dark.Carsten Weisse2005-04-073-6/+6
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* a better test for empty stringsCarsten Weisse2005-02-083-15/+15
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* execute the callbackCarsten Weisse2005-02-071-1/+2
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* cast not neededCarsten Weisse2005-02-071-2/+2
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* is used for dedicated modeCarsten Weisse2005-02-071-0/+182
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* a little bit fasterCarsten Weisse2005-02-012-27/+32
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* simplified ;-)Carsten Weisse2005-01-221-11/+7
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* simplifiedCarsten Weisse2005-01-224-18/+12
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* set the right renderer nameCarsten Weisse2005-01-211-3/+3
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* variable renamed an a stupid bug fixedCarsten Weisse2005-01-181-10/+10
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* make it privateCarsten Weisse2005-01-171-2/+2
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* local float[] optimize; code clean upCarsten Weisse2005-01-171-372/+367
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* local float[] optimize; code clean upCarsten Weisse2005-01-171-64/+46
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* local float[] optimize; code clean upCarsten Weisse2005-01-171-229/+160
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* local float[] optimize; code clean upCarsten Weisse2005-01-171-133/+135
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* local float[] otimize; code clean upCarsten Weisse2005-01-171-165/+129
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* reduces the garbageCarsten Weisse2005-01-161-10/+7
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* changes to use the Vec3Cache instead of new float[3]Carsten Weisse2005-01-164-87/+103
| | | | (faster)
* the cplane_t.clear() is used (no garbage)Carsten Weisse2005-01-141-3/+2
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* small performance improvementsHolger Zickner2005-01-121-50/+65
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* new methods for driver selection (see VID)Carsten Weisse2005-01-121-2/+16
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* code cleanupCarsten Weisse2005-01-106-83/+22
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* replaces the local float[][];Carsten Weisse2005-01-103-95/+50
| | | | code clean up
* the Polygon implementation (FloatBuffer as backbuffer) and the changes to ↵Carsten Weisse2005-01-098-315/+513
| | | | use the interface
* the Polygon implementation (float[] as backbuffer) and the changes to use ↵Carsten Weisse2005-01-094-97/+222
| | | | the interface
* abstract glpoly_t to hide the implementation;Carsten Weisse2005-01-091-13/+42
| | | | this was done to reduce the memory usage of lwjgl and fastjogl Renderer
* the jogl overhead was removed; Carsten Weisse2004-12-201-365/+324
| | | | | the flickering bug fixed; the window destroy bug fixed (since 0.94 lwjgl);
* the jogl overhead was removedCarsten Weisse2004-12-201-312/+234
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* vertexarray reset at the end of level loading not in the main loopCarsten Weisse2004-12-162-5/+4
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