Fix Direct3D9Api not building, print graphics info in more concise way and print adapter description for Direct3D 9. Fixes chunk visibility not being recalculated after terrain atlas size changes, closes #34.

This commit is contained in:
UnknownShadow200 2015-08-30 06:48:53 +10:00
parent dab0e31bfc
commit d053a3bf90
3 changed files with 14 additions and 10 deletions

View file

@ -282,12 +282,12 @@ namespace ClassicalSharp.GraphicsAPI {
indicesCount / 6 * 4, startIndex, NumPrimitives( indicesCount, mode ) );
}
internal override void DrawIndexedVb_TrisT2fC4b( DrawMode mode, int indicesCount, int startIndex ) {
internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startIndex ) {
device.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0,
indicesCount / 6 * 4, startIndex, indicesCount / 3 );
}
internal override void DrawIndexedVb_TrisT2fC4b( DrawMode mode, int indicesCount, int startVertex, int startIndex ) {
internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startVertex, int startIndex ) {
device.DrawIndexedPrimitives( PrimitiveType.TriangleList, startVertex, 0,
indicesCount / 6 * 4, startIndex, indicesCount / 3 );
}
@ -501,10 +501,12 @@ namespace ClassicalSharp.GraphicsAPI {
}
public override void PrintApiSpecificInfo() {
Utils.Log( "D3D tex memory available: " + (uint)device.AvailableTextureMemory );
Utils.Log( "D3D vertex processing: " + createFlags );
Utils.Log( "D3D depth buffer format: " + depthFormat );
Utils.Log( "D3D device caps: " + caps.DeviceCaps );
Utils.Log( "--Using Direct3D 9--" );
Utils.Log( "Tex memory available: " + (uint)device.AvailableTextureMemory );
Utils.Log( "Vertex processing mode: " + createFlags );
Utils.Log( "Depth buffer format: " + depthFormat );
Utils.Log( "Adapter description: " + d3d.Adapters[0].Details.Description );
Utils.Log( "Device caps: " + caps.DeviceCaps );
}
public unsafe override void TakeScreenshot( string output, Size size ) {

View file

@ -369,9 +369,10 @@ namespace ClassicalSharp.GraphicsAPI {
}
public unsafe override void PrintApiSpecificInfo() {
Utils.Log( "OpenGL vendor: " + new String( (sbyte*)GL.GetString( StringName.Vendor ) ) );
Utils.Log( "OpenGL renderer: " + new String( (sbyte*)GL.GetString( StringName.Renderer ) ) );
Utils.Log( "OpenGL version: " + new String( (sbyte*)GL.GetString( StringName.Version ) ) );
Utils.Log( "--Using OpenGL--" );
Utils.Log( "Vendor: " + new String( (sbyte*)GL.GetString( StringName.Vendor ) ) );
Utils.Log( "Renderer: " + new String( (sbyte*)GL.GetString( StringName.Renderer ) ) );
Utils.Log( "Version: " + new String( (sbyte*)GL.GetString( StringName.Version ) ) );
int depthBits = 0;
GL.GetIntegerv( GetPName.DepthBits, &depthBits );
Utils.Log( "Depth buffer bits: " + depthBits );

View file

@ -76,8 +76,9 @@ namespace ClassicalSharp {
bool fullResetRequired = elementsPerBitmap != game.TerrainAtlas1D.elementsPerBitmap;
if( fullResetRequired ) {
Refresh();
chunkPos = new Vector3I( int.MaxValue, int.MaxValue, int.MaxValue );
}
elementsPerBitmap = game.TerrainAtlas1D.elementsPerBitmap;
elementsPerBitmap = game.TerrainAtlas1D.elementsPerBitmap;
}
void OnNewMap( object sender, EventArgs e ) {