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Move from surfaces to the SDL render system
Ever since VVVVVV was initially ported to C++ in 2.0, it has used surfaces from SDL. The downside is, that's all software rendering. This commit moves most things off of surfaces, and all into GPU, by using textures and SDL_Renderer. Pixel-perfect collision has been kept by keeping a copy of sprites as surfaces. There's plans for pixel-perfect collision to use masks instead of reading pixel data directly, but that's out of scope for this commit. - `graphics.reloadresources()` is now called later in `main`, because textures cannot be created without a renderer. - This commit also removes a bunch of surface functions which are no longer needed. - This also recaches target textures in certain places for d3d9. - graphics.images was converted to a fixed-size array. - fillbox and fillboxabs use SDL_RenderDrawRect instead of drawing an outline using four filled rectangles - Update my name in the credits
This commit is contained in:
committed by
Misa Elizabeth Kai
parent
556e3a110a
commit
19b2a317f1
@@ -3072,9 +3072,6 @@ static void mapmenuactionpress(const bool version2_2)
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case 11:
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//quit to menu
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//Kill contents of offset render buffer, since we do that for some reason.
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//This fixes an apparent frame flicker.
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ClearSurface(graphics.menuoffbuffer);
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graphics.fademode = FADE_START_FADEOUT;
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music.fadeout();
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map.nexttowercolour();
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