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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
@@ -1406,15 +1406,18 @@ void gamelogic(void)
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if (map.finalmode && map.final_colormode)
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{
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map.final_aniframedelay--;
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if(map.final_aniframedelay==0)
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if (map.final_aniframedelay == 0)
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{
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graphics.foregrounddrawn=false;
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graphics.foregrounddrawn = false;
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}
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if (map.final_aniframedelay <= 0) {
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if (map.final_aniframedelay <= 0)
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{
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map.final_aniframedelay = 2;
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map.final_aniframe++;
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if (map.final_aniframe >= 4)
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{
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map.final_aniframe = 0;
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}
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}
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}
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