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VVVVVV/desktop_version/CONTRIBUTORS.txt
AllyTally 19b2a317f1 Move from surfaces to the SDL render system
Ever since VVVVVV was initially ported to C++ in 2.0, it has used surfaces from SDL. The downside is, that's all software rendering. This commit moves most things off of surfaces, and all into GPU, by using textures and SDL_Renderer.

Pixel-perfect collision has been kept by keeping a copy of sprites as surfaces. There's plans for pixel-perfect collision to use masks instead of reading pixel data directly, but that's out of scope for this commit.

- `graphics.reloadresources()` is now called later in `main`, because textures cannot be created without a renderer.

- This commit also removes a bunch of surface functions which are no longer needed.

- This also recaches target textures in certain places for d3d9.

- graphics.images was converted to a fixed-size array.

- fillbox and fillboxabs use SDL_RenderDrawRect instead of drawing an outline using four filled rectangles

- Update my name in the credits
2023-01-28 14:36:28 -08:00

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Contributors
------------
(Ordered alphabetically by first name.)
* Alexandra Fox
* AlexApps99 (@AlexApps99)
* Allison Fleischer (AllisonFleischer)
* Brian Callahan (@ibara)
* Charlie Bruce (@charliebruce)
* Christoph Böhmwalder (@chrboe)
* Daniel Lee (@ddm999)
* Dav999 (@Dav999-v)
* Elijah Stone (@moon-chilled)
* Elliott Saltar (@eboyblue3)
* Emmanuel Vadot (@evadot)
* fraZ0R (@f-raZ0R)
* Fredrik Ljungdahl (@FredrIQ)
* Jules de Sartiges (@strikersh)
* Keith Stellyes (@keithstellyes)
* KyoZM (@lsaa)
* leo60228 (@leo60228)
* MAO3J1m0Op (@MAO3J1m0Op)
* Malte Grimm (@trelbutate)
* Marvin Scholz (@ePirat)
* Matt Penny (@mwpenny)
* Misa Elizabeth Kai (@InfoTeddy)
* mothbeanie (@mothbeanie)
* Nichole Mattera (@NicholeMattera)
* Pierre-Alain TORET (@daftaupe)
* Reese Rivers (@ReeseTheRivers)
* Rémi Verschelde (@akien-mga)
* Thomas Sänger (@HorayNarea)
* Tynan Richards (@tzann)
* Wouter (@Xesxen)
* viri (viri.moe)
* Vittorio Romeo (@SuperV1234)
* Yussur Mustafa Oraji (@N00byKing)