icculus.org git repositories - btb/d2x.git/atom - 2d historyDescent II porthttp://git.icculus.org/?p=btb/d2x.gitBradley Bellstatic/git-favicon.pngstatic/git-logo.png2005-08-02T06:15:08Zgitwebremove DirectDraw use and Windows mouse stuff made redundant by SDL (lots of WINDOWS... 2005-08-02T06:15:08ZChris Taylorchris@icculus.orgChris Taylorchris@icculus.org2005-08-02T06:15:08Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=69057e6428b9f8e0ec318a203adc5f0766234e0d
remove DirectDraw use and Windows mouse stuff made redundant by SDL (lots of WINDOWS code). Makes cockpit draw properly in SDL
remove all the redundant Polygon Acceleration stuff (include/pa_enabl.h)2005-07-30T01:52:17ZChris Taylorchris@icculus.orgChris Taylorchris@icculus.org2005-07-30T01:52:17Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=f11edf81ae3103e31f31c6065769db5c0a888ffd
remove all the redundant Polygon Acceleration stuff (include/pa_enabl.h)
show some missing wide 1's (bug #2269)2005-07-29T03:51:59ZChris Taylorchris@icculus.orgChris Taylorchris@icculus.org2005-07-29T03:51:59Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=9a9e644d17e397f9904f8f75dadbd14ff02f9173
actually use PHYSFSX_openRead/WriteBuffered2005-02-25T05:20:36ZChris Taylorchris@icculus.orgChris Taylorchris@icculus.org2005-02-25T05:20:36Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=47b70f72981bfdf35a544fb2200a5483f4e06d3f
fix bug: some characters would not display because of signed/unsigned errors2005-01-24T19:12:28ZMartin Schaffnerschaffnerb@gmx.chMartin Schaffnerschaffnerb@gmx.ch2005-01-24T19:12:28Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=fcf792cda130ac184030ea0635c43d88d3e249ee
fix bug: some characters would not display because of signed/unsigned errors
Initialise the dataptr member correctly.2004-12-07T22:26:01ZBradley Bellbtb@icculus.orgBradley Bellbtb@icculus.org2004-12-07T22:26:01Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=985d9d2ea91aec6a7914faf1100901e129c27339
disable Assert so the credits work in opengl (gl doesn't care if it draws offscreen... 2004-11-26T09:50:32ZBradley Bellbtb@icculus.orgBradley Bellbtb@icculus.org2004-11-26T09:50:32Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=782507f07a9e5108d1fae1a033fe30487f0b5a12
disable Assert so the credits work in opengl (gl doesn't care if it draws offscreen, I guess)
disable Assert so the credits work in opengl (gl doesn't care if it draws offscreen... 2004-11-26T09:48:28ZBradley Bellbtb@icculus.orgBradley Bellbtb@icculus.org2004-11-26T09:48:28Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=42e082efb7d1ed6742fd8411ea6570592ce73ead
disable Assert so the credits work in opengl (gl doesn't care if it draws offscreen, I guess)
fixed opengl menu font bug, caused by doing arithmetic on signed chars.2004-11-25T11:52:27ZBradley Bellbtb@icculus.orgBradley Bellbtb@icculus.org2004-11-25T11:52:27Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=67ee2ef2958d87bb9b17573ddad1d492c1d44f87
fixed opengl menu font bug, caused by doing arithmetic on signed chars.
get rid of clipping in ogl_internal_string, causes garbage on windows for some reason.2004-11-25T09:52:53ZBradley Bellbtb@icculus.orgBradley Bellbtb@icculus.org2004-11-25T09:52:53Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=07816527fe8c987b1336fdf298f2e34949356e85
get rid of clipping in ogl_internal_string, causes garbage on windows for some reason.
move old per-file change logs into new file ChangeLog-old2004-08-28T23:17:46ZMartin Schaffnerschaffnerb@gmx.chMartin Schaffnerschaffnerb@gmx.ch2004-08-28T23:17:46Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=f46fbbe6bd6b1c86c7b92e7226cd9b2b1a4899ec
move old per-file change logs into new file ChangeLog-old
avoid assigments between unsigned and signed char, MPW does not like these2004-08-01T16:28:33ZMartin Schaffnerschaffnerb@gmx.chMartin Schaffnerschaffnerb@gmx.ch2004-08-01T16:28:33Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=73cd3552d086d0c0fb414aeb573a897ee91773f2
avoid assigments between unsigned and signed char, MPW does not like these
use GL_RGB for non-transparent textures, and fix fonts not having transparent flag... 2004-05-22T09:15:28ZBradley Bellbtb@icculus.orgBradley Bellbtb@icculus.org2004-05-22T09:15:28Zhttp://git.icculus.org/?p=btb/d2x.git;a=commitdiff;h=2a095b8f8bdd7bd6c6b84189829cb2babc8fa2d1
use GL_RGB for non-transparent textures, and fix fonts not having transparent flag set (wouldn't get paletted) (d1x r1.15, r1.37, r1.40, r1.25)