graphics optimization feature inspirated by diablo3 engine

* the rendering now consits of two panes
- the background pane (for animated stuff like the map)
- the foreground pane (for steady stuff, like UI)
each pane has it own max FPS and works idependently
this may increase graphics performance on many platforms
This commit is contained in:
Eduardo Bart
2012-06-01 16:39:09 -03:00
parent c01b32b032
commit bd2faabe99
43 changed files with 461 additions and 138 deletions

View File

@@ -25,7 +25,6 @@
#include <framework/application.h>
#include <framework/thirdparty/apngloader.h>
#include <framework/core/resourcemanager.h>
#include <framework/util/utf8.h>
#define HSB_BIT_SET(p, n) (p[(n)/8] |= (128 >>((n)%8)))
@@ -305,7 +304,7 @@ void WIN32Window::internalChooseGLVisual()
PFD_TYPE_RGBA,
32, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
1, // Alpha Buffer Bits
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored

View File

@@ -371,6 +371,7 @@ void X11Window::internalChooseGLVisual()
#else
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
#endif
EGL_ALPHA_SIZE, 1,
EGL_NONE
};
@@ -386,6 +387,7 @@ void X11Window::internalChooseGLVisual()
static int attrList[] = {
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DOUBLEBUFFER, True,
GLX_ALPHA_SIZE, 1,
None
};