From: Jorrit T. <jo...@us...> - 2002-10-16 10:27:35
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Date: Wednesday October 16, 2002 @ 3:27 Author: jorrit Update of /cvsroot/crystal/CS In directory usw-pr-cvs1:/tmp/cvs-serv1547 Modified Files: scf.cfg Log Message: - csProcTexture is now able to use the new SetRenderTarget() system. And it seems to work fine. Converted all current proc textures that inherit from csProcTexture to the new system. - Added 'persistent' flag to SetRenderTarget(). If that flag is given then the original texture will be copied in BeginDraw() so that the previous contents is preserved. If that flag is not given then the previous contents is ignored and it is assumed you fully update the texture yourselves. - simplept works nicer than ever with the new SetRenderTarget() system. - Completely removed the old procedural texture implementation from both the software and OpenGL renderers. - Here is a summary on the status of the new procedural texture system. - Software renderer procedural textures are TOTALLY broken. This needs to be redone again. - Simplept works VERY well in OpenGL (very fast and very nice looking). - The pixel drawing procedural textures (flame, plasma, dots, water, ...) are slower in OpenGL then they were before. The reason is that drawing a pixel in OpenGL is a LOT slower than in software renderer. To solve this problem I will add new API functions to either draw series of pixels or else to blit memory areas to the screen (or texture). - For some reason I cannot render at vertical line 0. i.e. a g2d->DrawPixel (i,0,color) will do nothing. That means that one line of the procedural texture will remain whatever contents the screen has at that moment. I have no clue on how to solve this yet. |