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/cvs/cf.schmorp.de/Deliantra-Client/rendercache.c
Revision 1.7 - (view) (download) (annotate) - [select for diffs]
Mon Aug 13 15:31:21 2007 UTC (16 years, 11 months ago) by root
Branch: MAIN
CVS Tags: rel-0_99, rel-0_995, rel-0_9955, rel-0_9956, rel-0_9957, rel-0_9958, rel-0_9959, rel-0_9960
Changes since 1.6: +1 -1 lines
Diff to previous 1.6
cleanup

Revision 1.6 - (view) (download) (annotate) - [select for diffs]
Sun Aug 12 12:14:01 2007 UTC (16 years, 11 months ago) by root
Branch: MAIN
Changes since 1.5: +6 -0 lines
Diff to previous 1.5
support as much negative coordinates as makes sense. or maybe it makes sense to support more...

Revision 1.5 - (view) (download) (annotate) - [select for diffs]
Sun Aug 12 08:49:51 2007 UTC (16 years, 11 months ago) by root
Branch: MAIN
Changes since 1.4: +1 -2 lines
Diff to previous 1.4
*** empty log message ***

Revision 1.4 - (view) (download) (annotate) - [select for diffs]
Sun Aug 12 08:44:22 2007 UTC (16 years, 11 months ago) by root
Branch: MAIN
Changes since 1.3: +60 -5 lines
Diff to previous 1.3
use an compressed format for glyph quad vectors. this reduces
the size of e.g. the opengl info from 200k to 20k, and typical
sizes for labels are now <<100 bytes. the cost is full immediate
mode submission of coordinates (cpu), but glInterleavedArrays is
likely not much faster and modern cpus probably prefer more decoding
over more cache misses.

Revision 1.3 - (view) (download) (annotate) - [select for diffs]
Sat Aug 11 13:46:40 2007 UTC (16 years, 11 months ago) by root
Branch: MAIN
Changes since 1.2: +6 -5 lines
Diff to previous 1.2
*** empty log message ***

Revision 1.2 - (view) (download) (annotate) - [select for diffs]
Sat Aug 11 11:41:24 2007 UTC (16 years, 11 months ago) by root
Branch: MAIN
Changes since 1.1: +1 -1 lines
Diff to previous 1.1
fix pango trapezoid rendering

Revision 1.1 - (view) (download) (annotate) - [select for diffs]
Sat Aug 11 11:07:09 2007 UTC (16 years, 11 months ago) by root
Branch: MAIN
* implement a "render cache", sort of our own slow display list.

* use it when drawing the map. while this will perfectly sort
  by texture and thus give a nice speedup in itself (hardware),
  its not the actual goal.

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