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Misc code cleanups, little SkeletalSprite loading improvement.

- Removed some unused member variables.

- The BBGE_BUILD_WIDESCREEN define is now gone.

- Added an TiXMLDocument cache to prevent parsing the same file
once for each entity on the map with the same skeletal.

- Removed Lua func entity_warpToPathStart, which was essentially a no-op
because Entity::followingPath was always NULL. Removed related code.

- Set texture wrap only when required.

(Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria,
special thanks for changeset 72d6460d9e60)
This commit is contained in:
fgenesis 2012-02-19 04:57:04 +01:00
commit 9b63b400d5
23 changed files with 209 additions and 764 deletions

View file

@ -1057,11 +1057,7 @@ This build is not yet final, and as such there are a couple things lacking. They
debugLog("Init Graphics Library...");
initGraphicsLibrary(user.video.resx, user.video.resy, fullscreen, user.video.vsync, user.video.bits);
#ifdef BBGE_BUILD_WIDESCREEN
core->enable2DWide(user.video.resx, user.video.resy);
#else
core->enable2D(800, 600, 1);
#endif
core->initFrameBuffer();
debugLog("OK");
@ -2245,6 +2241,7 @@ void DSQ::shutdown()
core->particleManager->clearParticleBank();
Shot::clearShotBank();
SkeletalSprite::clearCache();
cursor->setTexturePointer(0, RenderObject::NO_ADD_REF);