* Consistently use floats in the API and internally; don't round stuff
arbitrarily.
* Use freetype's "normal" hinting algorithm.
* Implement subpixel positioning to avoid bad glyph spacing at small
font sizes.
* Improved border control: inner and outer borders can be adjusted
separately and per-font. (The "inner border" affects the "highlight"
effect used in some shaders (blue channel)).
* Fix borders causing all glyphs to be misaligned (shifted down-right)
by a constant offset.
* Various other improvements.
Introduces wrappers around memory allocation functions in `memory.h`
that should be used instead of the standard C ones.
These never return NULL and, with the exception of `mem_realloc()`,
zero-initialize the allocated memory like `calloc()` does.
All allocations made with the memory.h API must be deallocated with
`mem_free()`. Although standard `free()` will work on some platforms,
it's not portable (currently it won't work on Windows). Likewise,
`mem_free()` must not be used to free foreign allocations.
The standard C allocation functions are now diagnosed as deprecated.
They are, however, available with the `libc_` prefix in case interfacing
with foreign APIs is required. So far they are only used to implement
`memory.h`.
Perhaps the most important change is the introduction of the `ALLOC()`,
`ALLOC_ARRAY()`, and `ALLOC_FLEX()` macros. They take a type as a
parameter, and allocate enough memory with the correct alignment for
that type. That includes overaligned types as well. In most
circumstances you should prefer to use these macros. See the `memory.h`
header for some usage examples.
* Split replay.c into multiple files under replay/; improve logical
separation of replay-related code.
* Separate replay playback state from data.
* Get rid of global static replay struct and avoid unnecessary replay
copying.
* Replay playback and recording are now independent and may occur
simultaneously, although this functionality is not yet exposed. This
enables replay "re-recording" while synthesizing new desync check
events, possibly at a different rate from the original replay.
* Rate of recorded desync check events can now be controlled with the
TAISEI_REPLAY_DESYNC_CHECK_FREQUENCY environment variable. The default
value is 300 as before.
* Probably other stuff I forgot about.
* WIP compressed textures, swizzles, sRGB sampling, ...
* refactor texture type info & fix random bugs
* fix preprocessing of sRGB textures
* handle y-flipped basis textures
* glcommon: better WebGL compat for compressed format detection
* missed WEBGL_compressed_texture_pvrtc
* implement compressed texture xcoding and uploading
* Add basis_universal submodule
* Reorganize texture loader code
Clean up some code
Isolate Basis Universal loader into a separate module
* Add wrapper script for encoding .basis textures
* basisu: honor custom metadata written by the mkbasis.py script
* mkbasis.py: add --incredibly-slow and --dry-run
* Move pixmap code from util/ to pixmap/
* Add an on-disk transcode cache for basis textures to speed up loads
* Compress texture cache with zlib
* Use readable format names for basisu cache filenames
* basisu: mip bias test code
* basisu: small caching cleanup
* add TAISEI_BASISU_MIP_BIAS env variable
* Improve OpenGL format matching heuristics
* Document considerations for compressed format priority
* Remove dead code
* Enable two forgotten formats, BC3_RGBA and ATC_RGBA
Also prefer BC7 over BC1/BC3
* Recognize GL_ANGLE_compressed_texture_etc for ETC2 textures
* Default depth buffers to 24-bit; remove ANGLE hack
* Fix glcommon_check_extension for GLES2/legacy gl
* Add renderer feature bit for texture swizzle masks
* glcommon: Fixup internal formats for GLES2
Sized internal formats are not allowed in GLES2
* Fix emscripten compile errors
* Update basis_universal
* remove more dead code
* revert irrelevant stage4 change
* shut up UBSan
* basisu: shut up some debug spam
* Add normalmap sampling helper to util.glslh
* basisu: add a gray-alpha mode
* mkbasis.py: Abort if image dimansions aren't multiples of 4
* Add basic Basis Universal encoding documentation (WIP)
* doc/basisu: Add paragraph about modes; minor tweaks
* basisu: workarounds for GL texture size requirements
* gles20: fix uncompressed sRGB formats
* Partial workaround for missing swizzles in gles2 and webgl
* remove invalid assertion
* New renderer API to expose glDrawBuffers-like functionality
* stagedraw: disable all color outputs for copy_depth pass
required for WebGL compatibility
* support GL_ANGLE_request_extension
* emscripten: include *.basis in gfx package
Also fix a potential problem when more than one .pkgdir is used to
construct emscripten packages
* Don't rely on emscripten runtime to enable webgl extensions
ENEMY_IMMUNE is now deprecated. Spawning an enemy with ENEMY_IMMUNE hp
sets up the new flags field to match old behavior. The hp value itself
has (almost) no special meaning anymore.
http://sauerbraten.org/iqm/
The iqms were converted from the objs with the official iqm "compiler",
but can be also exported directly from Blender with a script from the
SDK.
In addition, indexed rendering was fixed (it's not useless anymore), and
the winding order convention changed from counter-clockwise to clockwise
to facilitate faster model loading.
A limited subset of IQM functionality is currently supported:
- One mesh per model.
- Only floating point data in vertex arrays.
- Only standard vertex arrays: positions, UVs, normals,
tangents.
- No animations etc.
The "standard" shader interface now receives an additional vec4 tangent
attribute. This attribute is currently ignored by shaders. The bitangent
vector can be computed in a vertex shader as:
vec3 bitangent = cross(normal, tangent.xyz) * tangent.w;
* iqm: remove axis scrambling and re-export models
* remove debug stuff
* Smarter generic entity macros
The list of "core" entities is now defined in one macro, and hardcoded
_Generic dispatch tables are eliminated
* Get rid of "custom" entities
All entities are now "first-class". The list of known entity types has
been moved to known_entities.h. The system no longer needs to know the
definition of all entity structs.
* Refactor guts of ENT_BOX/ENT_UNBOX
Made the functions inline, Box::ent is now a proper pointer type (but
please don't use it directly), ENT_UNBOX returns NULL if the box is
"empty" (references NULL entity)
* Merge TASK_BIND_UNBOXED with TASK_BIND
* s/YoumuMyon/YoumuAMyon for consistency
This also introduces `float32`, `float64`, and `real` typedefs to be
used in place of `float` and `double` later. `real` is for game code and
other places where we don't particularly care about the precision and
format of the underlying type, and is currently defined to `double`.
`float32` and `float64` should replace `float` and `double` respectively
This replaces the r_mat_foo functions with specialized r_mat_{mv,tex,proj}_foo counterparts that operate explicitly on the modelview, texture, and projection matrix stacks respectively.
This adds a lower-level sprite batching API intended to reduce overhead
of bulk sprite submissions when it is known that no pipeline state needs
to be changed in-between individual sprites.