Status Report

This last week, I have been working mainly on fixing bugs, and testing the SDL refactoring changes and the new OpenGL graphics manager. So far, it is going well. Here is a list of the changes:

  • Merged from trunk (Not upto actual HEAD, but was a big update)
  • Fixed a crash when a texture was only partialy updated, crashing Broken Sword 2.
  • Fixed a hack for reseting the wndow scale to x1 when starting a game. I added a resetGraphicsScale() function to OSystem.
  • Added options in Graphics Mode list for switching between SDL graphics modes and OpenGL graphics modes.
  • Added OpenGL libs to configure script for MingW, it was not compiling before.
  • Added support for BGR pixel formats.
  • After some discussions and changes, improved the way that the default fullscreen mode was selected. Now it will prioritize the desktop resolution, and in case that it is not available select one that has the same aspect ratio the desktop has, and as last resource use the one with the best metric.
  • Implement coordinates adjustments for warpMouse, the cannon sequence of COMI was failing when using aspect ratio correction and resizing the window.
  • Disabled 16/9 and 16/10 aspect ratio corrections, they are not really needed.
  • Implement some basic OpenGL auto detection for the configure script.
  • Other minor fixes, and some commenting.

Also, it is needed some help testing the modified Ports, and testing the new OpenGL graphics manager, you can follow theĀ discussion on the mailing list.

At this point I am behind my shedule, I should have finished the OpenGL graphics manager quite ago, and start working on refactoring some ports. So, the next plans are to continue debugging the changes I made, try to finsih the WinCE port refactoring and the next week work on merging with trunk and doing the last tweaks.