git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@391 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
gewlitys
2002-12-10 17:46:12 +00:00
parent 69afc0541c
commit 8596a3d757
2 changed files with 10 additions and 10 deletions
+6
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@@ -1,4 +1,10 @@
0.2:
- Fixed planet stuff when leaving surface with lander, from PhracturedBlue
- RotatePlanet now holds GraphicsSem a shorter time, from PhracturedBlue
- Added proper mutex usage to 3do_getbody.c, from PhracturedBlue
- Scan uses now additive blit instead of transparency, from PhracturedBlue
- Loading game saved while in orbit fixed (bg correct), from PhracturedBlue
- Changed SDL_Delay to SleepThread in TFB_FlushGraphics
- Rendering thread now broadcasts to a condition variable, stopping most
of the problems we were having where a fast thread spams the DCQ with
too many requests to handle in a timely manner
+4 -10
View File
@@ -80,10 +80,6 @@ Glitches (don't crash the game, medium priority):
selecting a destination, crashes
- Under some conditions, the direction the ship is facing in Hyperspace
isn't restored when loading.
- When exiting from planet surface with lander, the 3d planet isn't updated
for a little moment which causes black track on planet to be seen
- Or, perhaps more probably, the background image isn't drawn properly
(and thus the planet there is some old buffer remains for that moment)
- Moving crosshair in planet screen leaves a light trace to the image
in OpenGL mode (SDL surface format conversion problem)
- You seem to be able to do certain things before you're supposed to
@@ -92,7 +88,6 @@ Glitches (don't crash the game, medium priority):
- This always happens, regardless of game state. This is a bug in
both predecessors as well.
Probably the negative shift for GET_STATE and SET_STATE
- comm.c color transform speed is too fast when compared to PC version
Implementation bugs (low priority):
- Scaling code problems:
@@ -104,12 +99,11 @@ Implementation bugs (low priority):
- 3D planet view when entering orbit is now done, but there's some things
which could make it look nicer, like better lighting, better slave shield
and removing occasional pops/discontinuities
- Rotation and zooming isn't now as smooth as before after condition
variable DCQ patch
- DrawCommandQueue is gratuitously dynamically allocated, should be static
- Lines and colouring of planet surface display when scanning are now done,
but seem to be little different (darker) than in 3do lander videoclip.
And is the speed correct?
- Transitions aren't synced always; there should be a way to ensure everything
so far queued is drawn before the transition starts
- Transitions (crossfades) aren't perhaps correctly done always, syncing
might be wrong etc.
Stuff still to do (large):
- add a Key Jamming program