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mesilliac avatar mesilliac commented on April 27, 2024 1

I don't think so. The only things that jump to mind are time-of-day lighting, UI blur, and the submerge effect.

IPF operations are done in software, but it's not really reasonable to do those in hardware anyway.

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Vultraz avatar Vultraz commented on April 27, 2024

Still not implemented 12 years later. Honestly, best to wait on this until 1.15 and accelerated rendering.

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sevu avatar sevu commented on April 27, 2024

WIN 98 SE !!!

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Pentarctagon avatar Pentarctagon commented on April 27, 2024

@Vultraz is this something that could be implemented now?

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cooljeanius avatar cooljeanius commented on April 27, 2024

@Vultraz is this something that could be implemented now?

You mean with @mesilliac's enhancements to the graphics subsystems? (Adding hardware acceleration and all that...)

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Pentarctagon avatar Pentarctagon commented on April 27, 2024

Yep.

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mesilliac avatar mesilliac commented on April 27, 2024

IIRC the ToD stuff wasn't accelerated as it was waiting on a newer SDL function. Probably SDL_RenderGeometry.

It would be easier if it were a blanket effect, but it's blended in a complex way between sextants of a hex. For example in caves there is no ToD effect, so the colour modifier has to blend smoothly between inside and outside areas.

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Pentarctagon avatar Pentarctagon commented on April 27, 2024

Any chance you'd be able to take a look at any of #7657 btw?

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mesilliac avatar mesilliac commented on April 27, 2024

I commented on a couple, but the rest i could either never reproduce (like scaling artifacts and scrolled stuff not drawing) or they deal with systems i never went into (like animations or lua widgets).

7617, 7615, 6922 should be easy to fix but i don't really have the time or inclination.

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Pentarctagon avatar Pentarctagon commented on April 27, 2024

@mesilliac side question: is it documented anywhere which things aren't accelerated?

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