Cameron Cawley
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5bd0ec43a6
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STARK: Fully separate bitmaps and textures
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2023-01-15 11:54:11 +02:00 |
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Le Philousophe
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98c306376f
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OPENGL: Merge both OpenGL shaders objects
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2022-06-26 18:32:10 +02:00 |
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Paweł Kołodziejski
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20cb0ae228
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ALL: Cleanup ResidualVM -> ScummVM
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2021-12-26 21:19:38 +01:00 |
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Eugene Sandulenko
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abea37c9bb
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ALL: Update ScummVM project license to GPLv3+
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2021-12-26 18:48:43 +01:00 |
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Paweł Kołodziejski
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af37825be3
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ENGINES: Replace PixelBuffer with Surface
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2021-11-27 20:14:44 +01:00 |
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Cameron Cawley
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4d206e5286
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GRAPHICS: Clean up OpenGL defines (#3551)
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2021-11-18 00:56:21 +01:00 |
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Paweł Kołodziejski
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7aab569882
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STARK: Separated texture usage for 2D or 3D
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2021-10-20 22:24:14 +02:00 |
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Paweł Kołodziejski
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d6b2f9ec02
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STARK: Added alternate ligthing for OpenGL
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2021-10-18 23:28:38 +02:00 |
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Pawel Kolodziejski
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a8b53f8f21
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ALL: Avoid class names clashing with ScummVM classes
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2020-09-28 18:47:10 +02:00 |
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Bastien Bouclet
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b9a1b8eefd
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STARK: Optionally use linear filtering when rendering backgrounds
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2019-01-16 20:20:39 +01:00 |
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orangeforest11
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7b637b22c1
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STARK: Changed the action menu and cursor to being scaled
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2018-08-15 15:08:25 +02:00 |
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Douglas Liu
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8da6f7e094
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STARK: Make the shadow semi-transparent
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2018-07-25 22:07:21 +08:00 |
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Douglas Liu
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891375d509
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STARK: Project a black shadow from above
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2018-07-25 22:07:21 +08:00 |
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Bastien Bouclet
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8f83dc2b0e
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STARK: Update the top menu hint textures after a resolution change
And minor assorted cleanups
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2018-02-10 15:50:34 +01:00 |
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Bastien Bouclet
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abd8c585f7
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STARK: Change surface data to always be in the RGBA byte order
This eases uploading the textures to OpenGL, and will hopefully fix
endianness issues.
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2017-08-20 16:06:36 +02:00 |
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Bastien Bouclet
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86eec523ba
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STARK: Store ResidualVM specific metadata and a thumbnail in saves
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2017-06-14 21:46:29 +02:00 |
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Awad Mackie
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54cdb8053a
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STARK: Implement opFadeScene
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2017-04-08 14:30:13 +01:00 |
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Bastien Bouclet
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c79cabc8cd
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STARK: Don't check the depth buffer when drawing 2D elements
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2016-04-19 19:14:08 +02:00 |
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Bastien Bouclet
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6c5df1ca35
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STARK: Check at runtime that shaders are available
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2016-02-06 08:53:42 +01:00 |
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Bastien Bouclet
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ed38c20cce
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OPENGL: Add a Context class used to describe the active OpenGL context
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2016-02-06 08:02:50 +01:00 |
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Bastien Bouclet
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6c78bcebe4
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GRAPHICS: Move opengles2 files to the opengl folder
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2016-02-06 08:02:49 +01:00 |
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Bastien Bouclet
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4c2c1b4d36
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GRAPHICS: Set the namespace for OpenGL classes to OpenGL
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2016-02-06 08:02:27 +01:00 |
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Bastien Bouclet
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1a2ec889b9
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STARK: Remove an unused method
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2016-01-01 07:30:12 +01:00 |
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Bastien Bouclet
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b0989c7a83
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STARK: Rename the box shader to surface
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2016-01-01 07:30:12 +01:00 |
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Bastien Bouclet
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b358f025a1
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STARK: Move surface rendering to its own class
So that more rendering parameters can be added in the future without
creating a mess.
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2016-01-01 07:30:11 +01:00 |
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Pawel Kolodziejski
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f9e78dc731
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STARK: formating code - whitespaces
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2016-01-01 07:30:11 +01:00 |
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Bastien Bouclet
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9ed9efb443
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STARK: Draw text at the native resolution
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2016-01-01 07:30:10 +01:00 |
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Bastien Bouclet
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72cd14e4c7
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STARK: Have all the actors share the same OpenGL program instance
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2016-01-01 07:30:05 +01:00 |
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Bastien Bouclet
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5778902561
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STARK: Don't pass the GFX driver on render calls
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2016-01-01 07:30:05 +01:00 |
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Bastien Bouclet
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6b2a527289
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STARK: Add some rendering code for prop animations
Textures are rendering incorrectly
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2016-01-01 07:30:04 +01:00 |
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Bastien Bouclet
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22d02ac502
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STARK: Simplify game window rendering
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2016-01-01 07:29:49 +01:00 |
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Bastien Bouclet
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273a358ad3
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STARK: Initiate rework of the user interface code
A base class, Window, will be used to ensure all the UI containers
work in a similar way.
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2016-01-01 07:29:48 +01:00 |
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Bastien Bouclet
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3438afcd42
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STARK: Add support for arbitrary resolutions
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2016-01-01 07:29:40 +01:00 |
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Bastien Bouclet
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4950d2b755
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STARK: Use a shader to render 2D surfaces
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2016-01-01 07:29:39 +01:00 |
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