--- a/CMakeLists.txt Thu Nov 20 16:38:43 2014 +0100
+++ b/CMakeLists.txt Fri Nov 21 02:03:19 2014 +0100
@@ -12,7 +12,7 @@
include(${CMAKE_MODULE_PATH}/utils.cmake)
#possible cmake configuration
-option(NOSERVER "Disable gameServer build (off)]" OFF)
+option(NOSERVER "Disable gameServer build (off)" OFF)
option(NOPNG "Disable screenshoot compression (off)" OFF)
option(NOVIDEOREC "Disable video recording (off)" OFF)
@@ -33,8 +33,8 @@
option(MINIMAL_FLAGS "Respect system flags as much as possible (off)" OFF)
option(NOAUTOUPDATE "Disable OS X Sparkle update checking (off)" OFF)
-option(BUILD_ENGINE_C "Compile hwengine as native C [default: off]" OFF)
-option(GL2 "Enable OpenGL 2 rendering [default: off]" OFF)
+option(BUILD_ENGINE_C "Compile hwengine as native C (off)" OFF)
+option(GL2 "Enable OpenGL 2 rendering !!!EXPERIMENTAL - DO NOT USE!!! [default: off)" OFF)
set(GHFLAGS "" CACHE STRING "Additional Haskell flags")
if(UNIX AND NOT APPLE)
--- a/ChangeLog.txt Thu Nov 20 16:38:43 2014 +0100
+++ b/ChangeLog.txt Fri Nov 21 02:03:19 2014 +0100
@@ -16,6 +16,7 @@
+ Various performance tweaks, especially for very large maps.
+ Allow switching through hogs in reverse order with PRECISE+HOGSWITCH (left shift + tab, by default)
+ Added support for custom Sudden Death music to theme.cfg (e.g. sd-music=hell.ogg ).
+ + New Hats: policegirl
* Fixed drill rockets sometimes exploding on impact.
* Fixed trainings broken due to indestructable targets/crates.
* Fixes and tweaks for low qualily rendering.
--- a/hedgewars/uGearsRender.pas Thu Nov 20 16:38:43 2014 +0100
+++ b/hedgewars/uGearsRender.pas Fri Nov 21 02:03:19 2014 +0100
@@ -53,6 +53,7 @@
uses uRender, uUtils, uVariables, uAmmos, Math, uVisualGearsList;
procedure DrawRopeLinesRQ(Gear: PGear);
+var n: LongInt;
begin
with RopePoints do
begin
@@ -64,24 +65,29 @@
if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
begin
- glDisable(GL_TEXTURE_2D);
+ EnableTexture(false);
//glEnable(GL_LINE_SMOOTH);
- glPushMatrix;
+ Tint($70, $70, $70, $FF);
+
+ n:= RopePoints.Count + 2;
+
+ SetVertexPointer(@RopePoints.rounded[0], n);
- glTranslatef(WorldDx, WorldDy, 0);
+ openglPushMatrix();
+ openglTranslatef(WorldDx, WorldDy, 0);
+ glLineWidth(3.0 * cScaleFactor);
+ glDrawArrays(GL_LINE_STRIP, 0, n);
+ Tint($D8, $D8, $D8, $FF);
glLineWidth(2.0 * cScaleFactor);
-
- Tint($C0, $C0, $C0, $FF);
+ glDrawArrays(GL_LINE_STRIP, 0, n);
- glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]);
- glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2);
untint;
- glPopMatrix;
+ openglPopMatrix();
- glEnable(GL_TEXTURE_2D);
+ EnableTexture(true);
//glDisable(GL_LINE_SMOOTH)
end
end;
--- a/hedgewars/uWorld.pas Thu Nov 20 16:38:43 2014 +0100
+++ b/hedgewars/uWorld.pas Fri Nov 21 02:03:19 2014 +0100
@@ -1040,6 +1040,9 @@
end;
(*
+ WARNING: the following render code is outdated and does not work with
+ current Render.pas ! - don't just uncomment without fixing it first
+
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (WorldEdge = weWrap) or (worldEdge = weBounce) then
@@ -1729,12 +1732,12 @@
VertexBuffer[3].X:= cScreenWidth;
VertexBuffer[3].Y:= cScreenHeight;
- glDisable(GL_TEXTURE_2D);
+ EnableTexture(false);
- glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
+ SetVertexPointer(@VertexBuffer[0], 4);
glDrawArrays(GL_TRIANGLE_FAN, 0, High(VertexBuffer) - Low(VertexBuffer) + 1);
- glEnable(GL_TEXTURE_2D);
+ EnableTexture(true);
untint;
if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then
ScreenFade:= sfNone