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