Fix many warnings. Warnings still exist on charles's stuff.
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Fix linux build. My other drivers must have been screwed up.
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Fix linux compile. I think OGL extensions are still broken.
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GetTruePosition in world space tells you where the object was last frame.
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const
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IsTweening()
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Tweak, we probably shouldn't be forcefully setting a model's name
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No idea why the logo was hidden all this time. I just moved it to a visible place.
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Figure out position correctly, so we don't say the wrong object is closest.
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Revert
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I think I forgot to commit this
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Some changes to help with vertical alignment
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Fix alignment
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Fix it the way josh wants it
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back to how it used to be, the real problem was found in software C
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Fix -- actually make IDs start at 1
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Only keep freetype around when making the glyps
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Don't warn user about texture 0 if it wasn't actually a texture.
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Change debugging format to fix output
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use DrawSprite
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remove draw callback
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No callbacks and add sprite draw
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sprite pipe
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Get camera
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Keep sign
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reset Z to be zero in this case.
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Fixes
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Keep track of the current screen
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charles's fix
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Give library users the ability to override the default ini values
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We don't need the array stuff since we are not working with arrays.
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Vertice lists are too slow for small numbers of vertices
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extern the font hash as well as explicitly deleting it before main() terminates, otherwise there's a chance that the OBJECTREGISTER could be deleted before it, causing a crash.
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Disable only after we are done.
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Cleanup and turn off the texture at the end, not turn it on
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Cleanup text pipeline and fix inverted text colors
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resolve static time problem evident in library
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remove key mappings
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fix strange text problems
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prevent crashes if textures are destroying after TEXTMAN
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Fix problem with fonts becoming too large for their texture
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Generate the id in a different place to fix resizing along with a few other small changes
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new text pipeline
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handle RGBA too
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Add text pipeline
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ColorBytesToSize
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SwapTo can be used for everything
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Fix up some possible logic bugs
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fix small bug
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GetRot not GetPosition
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get some more stuff PS3 Ready
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z buffer on by default
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Fix some stuff, like models
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comment out old code
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work in prograss, a camera that will work eventually
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small update
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Update
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Project updates
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Swappable object
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Fix GetDirection
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debugging
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Add an IsTypeOf() command to all MercuryObjects to ensure safe typecasting.
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Allow users to get the corrected "right"
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Update project
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Add target accessor
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Rearrange lookat calculations so that other functions can calculate a LookAt without affecting DISPLAY
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Organize and reorder a lot of logic to keep things smooth
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Update
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Target on everything
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Fix issue with aiming when using a vector that's a scalar of <0,0,1>
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Fix for all resolutions
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Fixed height
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Move aimer to after setting of the camera to make it smooth
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Fix RTTI
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Init
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RTTI
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constructor
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Another targeting thing
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Revert to old functionality
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Simplify
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update
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Awesome aiming thingy
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Add virtual projectile
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this should be row major not column major
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Try transposing the matrix; it looks like it works.
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code to test point to screen coordinates
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B casts an aiming ray and the crosshairs might track it
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Fixes
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Viewport update
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Cleanup
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Rename stuff so I know what is going on
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Vector multiply
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This works well as long as the camera is oriented with up as 0,1,0
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const
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Define the camera tween in metrices
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Make 3rd person a bit more fun
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Fix text not resizing correctly
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prerender for textures
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Only perform the prerender step on textures being rendered not all of them
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Move alignment into MercuryObjectBase
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constant
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Use boolean values for capabilities
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Remove files
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Cleanup how we use the opengl extensions
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forgot to zero
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remove unused
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hardcode for speed
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Per pixel lighting
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Playing with water
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update water shader
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Alpha
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Fix functionality
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grass shader
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generic lighting functions
50 lines of code changed in:
experimental grass shader
makes use of shader per-vertex lighting
this can be done with per-pixel lighting but it is much slower as the resolution increases
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Make OpenGLnormalize by default.
Cleanup shader interface a little and add some more data from mercury.
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Another opengl api hook
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Save the eye.
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Get basic UDP support in. It's totally dummy right now, but has potential for more.
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Permit UDP sockets to do specific send-backs. AND Make the from address an unsigned number.
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Allow for per-object ODE updates and make object motion smoother
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Allow for per-object ODE updates and make object motion smoother
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Tweak -- prevent socket-deletion deadlock.
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better synchronization
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Working ODE synchronization.
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Jeez! I we NEVER tested the readdata/writedata thing did we?
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Don't do dirty data trasnfer.
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MAJOR BUG IN EZSOCKETS! If you put custom data at the end of a packet, and then try reading it, the last byte will be missing. this corrects it.
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Time synchronization in place.
143 lines of code changed in:
oops, forgot to commit the function body
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Convert to MHash and add accessor
3 lines of code changed in: