lp:~shevonar/widelands/opengl
Created by
Shevonar
and last modified
This branch improves the OpenGL rendering:
- gameview is split into two subclasses: gameviewSDL and gameviewOpenGL
- terrain edges are dithered and rounded in OpenGL mode (via a texture mask)
- minimap is shaded correctly
- road textures should be fixed
- Made OpenGL the standard renderer and remove * highly experimental * from options menu
- fixed bug 649037
Todo:
- concave/convex problem: Land should always be convex at the shore. Lakes look nicer if the water is convex. I don't know how to solve this problem. Will not be ready for build17.
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- Widelands Developers: Pending requested
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Diff: 1106 lines (+541/-129)16 files modifiedChangeLog (+7/-1)
src/graphic/graphic.cc (+20/-4)
src/graphic/graphic.h (+3/-1)
src/graphic/render/gameview.cc (+12/-79)
src/graphic/render/gameview.h (+6/-6)
src/graphic/render/gameview_opengl.cc (+101/-0)
src/graphic/render/gameview_opengl.h (+54/-0)
src/graphic/render/gameview_sdl.cc (+105/-0)
src/graphic/render/gameview_sdl.h (+50/-0)
src/graphic/render/terrain_opengl.h (+130/-19)
src/graphic/texture.cc (+31/-6)
src/graphic/texture.h (+2/-2)
src/ui_fsmenu/options.cc (+3/-3)
src/wlapplication.cc (+7/-4)
src/wui/mapview.cc (+10/-3)
worlds/greenland/terrainconf (+0/-1)
Related bugs
Bug #594686: Roads not rendered correctly in opengl mode on some systems | Low | Fix Released | |
Bug #649037: Many menus are not repainted in OpenGL mode | Low | Fix Released | |
Bug #722196: OpenGL terrain renderer does not dither between adjacent fields | Low | Fix Released | |
Bug #722796: Minimap not shaded by terrain height in OpenGL | Medium | Fix Released | |
Bug #887093: Make OpenGL the standard renderer | Low | Fix Released |
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Branch metadata
- Branch format:
- Branch format 7
- Repository format:
- Bazaar repository format 2a (needs bzr 1.16 or later)
- Stacked on:
- lp:widelands