mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-30 01:48:15 +03:00
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
@@ -46,6 +46,15 @@ void VVV_fillstring(
|
||||
} \
|
||||
do { } while (false)
|
||||
|
||||
#define WHINE_ONCE_ARGS(args) \
|
||||
static bool whine = true; \
|
||||
if (whine) \
|
||||
{ \
|
||||
whine = false; \
|
||||
vlog_error args; \
|
||||
} \
|
||||
do { } while (false)
|
||||
|
||||
/* Don't call this directly; use the VVV_between macro. */
|
||||
void _VVV_between(
|
||||
const char* original,
|
||||
|
||||
Reference in New Issue
Block a user