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2012-04-18rename audio policy output flagsandroid-cts-4.1_r4android-cts-4.1_r2android-cts-4.1_r1android-4.1_pre2android-4.1_pre1android-4.1.2_r2.1android-4.1.2_r2android-4.1.2_r1android-4.1.1_r6.1android-4.1.1_r6android-4.1.1_r5android-4.1.1_r4android-4.1.1_r3android-4.1.1_r2android-4.1.1_r1.1android-4.1.1_r1android-4.1-sdk_pre1jb-releasejb-mr0-releasejb-devEric Laurent
Change-Id: I1aa3ef5bd1702ec7e05209124bfee293ae6da65e
2012-03-09Use audio_policy_output_flags_t consistentlyGlenn Kasten
Change-Id: I6776e0d0d6fc17bc5a42879e6b14ca9f483f8b29
2012-01-04Rename (IF_)LOGI(_IF) to (IF_)ALOGI(_IF) DO NOT MERGESteve Block
See https://android-git.corp.google.com/g/156801 Bug: 5449033 Change-Id: I85ab7bdcd05da19f5fc581009de8cfbf5e42441f
2011-06-01Revert "Use AudioTrack::event_type not int in callback"Glenn Kasten
This reverts commit 2395271daac8e5ed58046a620d1da7cb9f1f9b7b
2011-05-24Use AudioTrack::event_type not int in callbackGlenn Kasten
Change-Id: Icec413eb30f589eaa4508b5de73736b84fba51f1
2011-05-12Make Quake use OpenSL ES audio.Jack Palevich
Change-Id: I86dea625956385d14b36129437507f91dedfbf34
2011-04-19quake: convert to use new audio.hDima Zavin
Change-Id: I9c183efb844a54d4352d4539e6c7dd0504f19a26 Signed-off-by: Dima Zavin <dima@android.com>
2011-02-04am 603564cc: Merge "Fix used before initialized error"Jean-Baptiste Queru
* commit '603564cc40b6ee217b8be31ea08cd14f02f44679': Fix used before initialized error
2011-02-02Fix used before initialized errorBruce Beare
Change-Id: I8c3f7d01ff1109492730b4bbf863db1fa96cf6d1 Signed-off-by: Bruce Beare <bruce.j.beare@intel.com>
2010-12-16Avoid visual corruption if the game runs too fast.Jack Palevich
If we run too fast while not in timedemo mode the game will return immediately rather than rendering a frame. If we go ahead and return to GLSurfaceView, it will swap the GL buffer without having drawn anything into it, which will lead to garbage being displayed. The work-around is to detect that the game has decided to not render anything, sleep for a ms and then try again. Change-Id: Iba9d759547ddbc30534db963f5c47011038cc246
2010-12-16Remove stray binary file not needed for build.Jack Palevich
ncb files are Microsoft Visual Studio IDE database / debugger files. They shouldn't be checked in. Change-Id: I9b721f1fa76de2407722be24c38c316c8b790aa9
2010-05-13Allow quake to compile with -Wformat-securityNick Kralevich
Change-Id: Ia37a1dbf5f6bf80082792f6f827376b9ef844349
2009-10-05Fix bad textures after screen off / screen on on some devicesJack Palevich
The problem was that texture ids are actually unsigned integers, but we were treating them as signed integers.
2009-09-29Hijack the "Help" menu to run TimeDemo demo1, for easy perf monitoringJack Palevich
2009-09-29Remove executable bit from sources.Jack Palevich
2009-09-28Work around color channel limitations of some OpenGL ES drivers.Jack Palevich
2009-09-24Fix Quake particle effect.Jack Palevich
1) Longstanding bug where U/V coordinates were specified incorrectly. 2) Very recent bug where alpha was specified incorrectly. 3) Turn texture filtering back on, should work fine on hardware OpenGL.
2009-09-24Add a debugging feature that checks the OpenGL error code after every call.Jack Palevich
2009-09-24Stop using illegal-for-OpenGL-ES glColorPointer(3 calls.Jack Palevich
Fixes alias models. Should have helped particles, but they are still missing-in-action.
2009-09-14Add error logging to help track down file system permission issues.Jack Palevich
Modify Java level to search for data files in two possible places, either in the internal flash or on the SD Card. (The C level already searches both places.)
2009-07-22Fix issue 1795088 Improve audio routing codeEric Laurent
Integrated comments after patch set 1 review.
2009-07-07Fix issue 1743700: AudioTrack: setPlaybackRate can not set the playback rate ↵Eric Laurent
to twice of the ouputSR Replaced use of AudioTrack::sampleRate() by AudioTrack::getSampleRate()
2009-04-29Modified Quake to run as an Android application.Jack Palevich
+ Add an Android Java application to interface with the Android Java runtime. + Add a downloader activity that enables the application to download the Quake data files from a web server. + Converted to C++. (Not nescessary, just convenient.) + Converted from OpenGL to OpenGL ES 1.0 + Converted from an application to a shared library that's called from Java. + Support Android audio, events, and networking + Add minimal support for running with trackball, touch screen. + Remap key assignments for use with the T-mobile G1 keyboard. Features The UI is clunky, but servicable, at least on a T-mobile G1. You can play the shareware levels, in both single-player and multi-player deathmatches over WiFi. On keyboardless devices you can't do much, other than admire the attract mode and quit. Quake actually contains two source trees: QuakeWorld and WinQuake. The difference is in how the two games implement multiplayer. QuakeWorld is client/server, while WinQuake is peer-to-peer. QuakeWorld has only been partially converted, and is not currently compiled or run. We concentrated on WinQuake because it was able to reliably replay the timedemo demos. We use timedemo in WinQuake to measure OpenGL performance. Historical Note This change is a roll-up of numerous changes that were made in the private Google Android perforce9 tree during the development of Android. It doesn't seem worth trying to preserve the individual commit history, so I'm checking all the changes in at one time. This code snapshot was taken from the Cupcake branch.
2009-04-28Original Quake source code downloaded fromquake upstream
ftp://ftp.idsoftware.com/idstuff/source/q1source.zip