[Commits] [wesnoth/wesnoth] 4b3f10: Fixed compilation on CB
GitHub
noreply at github.com
Sun Jul 9 05:23:48 UTC 2017
Branch: refs/heads/accelerated_rendering
Home: https://github.com/wesnoth/wesnoth
Commit: 4b3f102faf59f5efd58dc64f40ff6b7d7d26e1c0
https://github.com/wesnoth/wesnoth/commit/4b3f102faf59f5efd58dc64f40ff6b7d7d26e1c0
Author: Charles Dang <exodia339 at gmail.com>
Date: 2017-07-08 (Sat, 08 Jul 2017)
Changed paths:
M src/hotkey/command_executor.cpp
Log Message:
-----------
Fixed compilation on CB
It seem strnlen as used before isn't a standard definition and strnlen_s is only available starting with C11
which apparently isn't widely adopted yet for some reason.
Commit: 831c60b85930a5e07ea109746feeb65adb32cc6e
https://github.com/wesnoth/wesnoth/commit/831c60b85930a5e07ea109746feeb65adb32cc6e
Author: Charles Dang <exodia339 at gmail.com>
Date: 2017-07-09 (Sun, 09 Jul 2017)
Changed paths:
M src/units/drawer.cpp
M src/units/frame.cpp
Log Message:
-----------
Fixed some bad drawing offsets and sizes when zoomed in
This fixes HP/XP bar size (wasn't scaled to zoom) and placement, as well as crown/orb and main sprite placement.
Commit: 68df722d76fd9309220374918f882b3b5b3e23d7
https://github.com/wesnoth/wesnoth/commit/68df722d76fd9309220374918f882b3b5b3e23d7
Author: Charles Dang <exodia339 at gmail.com>
Date: 2017-07-09 (Sun, 09 Jul 2017)
Changed paths:
M src/sdl/texture.cpp
M src/sdl/texture.hpp
Log Message:
-----------
SDL/Texture: made info struct take a texture ptr directly
Will allow me to construct one directly from a pointer if I don't have a wrapper object.
Commit: 74300988686f808d2e74158a46b4a78a9202c943
https://github.com/wesnoth/wesnoth/commit/74300988686f808d2e74158a46b4a78a9202c943
Author: Charles Dang <exodia339 at gmail.com>
Date: 2017-07-09 (Sun, 09 Jul 2017)
Changed paths:
M src/display.cpp
M src/display.hpp
M src/editor/editor_display.cpp
M src/editor/editor_display.hpp
M src/game_display.cpp
M src/game_display.hpp
Log Message:
-----------
Display: work on refactoring the main drawing system
Previously, every visible hex was iterated over and every element in that hex draw. This was inefficient
for two reasons: First, it meant the performance footprint for many operations like unit drawing was O(n²),
since the list of elements had to be checked for every single hex. Second, it meant the renderer had to
switch active textures many more times than necessary.
My new system involved drawing every element of a specific type at once - ie, all background terrains at
once, all units, all items, etc. This reduces lookup time from O(n²) to O(n) and results in a noticeable
performance increase. It also reduces the number of times the renderer needs to switch active textures,
since bulk draws such as the map grid overlay are now done all at once while that specific texture is
active.
There are still some layering issues and missing elements that need to be sorted, especially in game_display.
Commit: 646816cf430c163e0d9f4151ec65fab855ee322d
https://github.com/wesnoth/wesnoth/commit/646816cf430c163e0d9f4151ec65fab855ee322d
Author: Charles Dang <exodia339 at gmail.com>
Date: 2017-07-09 (Sun, 09 Jul 2017)
Changed paths:
M src/video.cpp
Log Message:
-----------
Video: don't render null textures
Compare: https://github.com/wesnoth/wesnoth/compare/8372f97e502e...646816cf430c
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