- some video rendering optimizations

This commit is contained in:
Mark Vejvoda 2012-09-26 23:16:29 +00:00
parent 8dd43e2e31
commit a21f2b705d
3 changed files with 12 additions and 55 deletions

View File

@ -1711,11 +1711,14 @@ void MenuStateConnectedGame::render() {
renderer.renderMessageBox(&mainMessageBox);
}
if (!initialSettingsReceivedFromServer) return;
if (initialSettingsReceivedFromServer == false) {
return;
}
if(factionTexture != NULL) {
//renderer.renderTextureQuad(60+575+80,365,200,225,factionTexture,1);
renderer.renderTextureQuad(800,600,200,150,factionTexture,1);
if(factionVideo == NULL || factionVideo->isPlaying() == false) {
renderer.renderTextureQuad(800,600,200,150,factionTexture,1);
}
}
if(factionVideo != NULL) {
if(factionVideo->isPlaying() == true) {

View File

@ -1830,7 +1830,9 @@ void MenuStateCustomGame::render() {
Renderer &renderer= Renderer::getInstance();
if(factionTexture != NULL) {
renderer.renderTextureQuad(800,600,200,150,factionTexture,0.7f);
if(factionVideo == NULL || factionVideo->isPlaying() == false) {
renderer.renderTextureQuad(800,600,200,150,factionTexture,0.7f);
}
}
if(factionVideo != NULL) {
if(factionVideo->isPlaying() == true) {

View File

@ -140,7 +140,7 @@ namespace Shared{ namespace Graphics{
bool VideoPlayer::disabled = false;
// Load a texture
static void loadTexture(class ctx *ctx) {
static inline void loadTexture(class ctx *ctx) {
if(ctx->verboseEnabled) printf("In [%s] Line: %d\n",__FUNCTION__,__LINE__);
void *rawData = ctx->rawData;
@ -1301,7 +1301,6 @@ bool VideoPlayer::playFrame(bool swapBuffers) {
return false;
}
//bool needToQuit = false;
int action = 0, pause = 0, n = 0;
if(successLoadingLib == true &&
ctxPtr != NULL && ctxPtr->isPlaying == true &&
@ -1353,40 +1352,8 @@ bool VideoPlayer::playFrame(bool swapBuffers) {
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
loadTexture(ctxPtr); // Loading the texture
// Square
// glBegin(GL_QUADS);
// glTexCoord2d(0, 1);
// glVertex2f(-0.85, 0.85);
// glTexCoord2d(1, 1);
// glVertex2f(0.85, 0.85);
// glTexCoord2d(1, 0);
// glVertex2f(0.85, -0.85);
// glTexCoord2d(0, 0);
// glVertex2f(-0.85, -0.85);
// glEnd();
// glBegin(GL_TRIANGLE_STRIP);
// glTexCoord2i(0, 1);
// glVertex2i(1, 1+600);
// glTexCoord2i(0, 0);
// glVertex2i(1, 1);
// glTexCoord2i(1, 1);
// glVertex2i(1+800, 1+600);
// glTexCoord2i(1, 0);
// glVertex2i(1+800, 600);
// glEnd();
// glBegin(GL_TRIANGLE_STRIP);
// glTexCoord2i(0, 1);
// glVertex2i(ctxPtr->x, ctxPtr->y + ctxPtr->height);
// glTexCoord2i(0, 0);
// glVertex2i(ctxPtr->x, ctxPtr->y);
// glTexCoord2i(1, 1);
// glVertex2i(ctxPtr->x + ctxPtr->width, ctxPtr->y + ctxPtr->height);
// glTexCoord2i(1, 0);
// glVertex2i(ctxPtr->x + ctxPtr->width, ctxPtr->y);
// glEnd();
// Loading the texture
loadTexture(ctxPtr);
if(ctxPtr->x == -1 || ctxPtr->y == -1) {
glBegin(GL_QUADS);
@ -1401,24 +1368,9 @@ bool VideoPlayer::playFrame(bool swapBuffers) {
glEnd();
}
else {
// glBegin(GL_QUADS);
// glTexCoord2d(0, 1);
// glVertex2f(ctxPtr->x, ctxPtr->y + ctxPtr->height);
// glTexCoord2d(1, 1);
// glVertex2f(ctxPtr->x + ctxPtr->width, ctxPtr->y + ctxPtr->height);
// glTexCoord2d(1, 0);
// glVertex2f(ctxPtr->x + ctxPtr->width, ctxPtr->y);
// glTexCoord2d(0, 0);
// glVertex2f(ctxPtr->x, ctxPtr->y);
// glEnd();
const double HEIGHT_DEFAULT = 768;
const double WIDTH_DEFAULT = 1024;
// const double HEIGHT_MULTIPLIER = 0.80;
// const double WIDTH_MULTIPLIER = 0.60;
// const double HEIGHT_MULTIPLIER = 1.0;
// const double WIDTH_MULTIPLIER = 1.0;
const double HEIGHT_MULTIPLIER = HEIGHT_DEFAULT / ctxPtr->height;
const double WIDTH_MULTIPLIER = WIDTH_DEFAULT / ctxPtr->width;