Age | Commit message (Collapse) | Author |
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Change-Id: I1aa3ef5bd1702ec7e05209124bfee293ae6da65e
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Change-Id: I6776e0d0d6fc17bc5a42879e6b14ca9f483f8b29
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Change-Id: Ib1e195461d87e011f63bf143c9269442d2982c15
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See https://android-git.corp.google.com/g/156801
Bug: 5449033
Change-Id: I85ab7bdcd05da19f5fc581009de8cfbf5e42441f
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This reverts commit 2395271daac8e5ed58046a620d1da7cb9f1f9b7b
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Change-Id: Icec413eb30f589eaa4508b5de73736b84fba51f1
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Change-Id: I86dea625956385d14b36129437507f91dedfbf34
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Change-Id: I9c183efb844a54d4352d4539e6c7dd0504f19a26
Signed-off-by: Dima Zavin <dima@android.com>
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* commit '603564cc40b6ee217b8be31ea08cd14f02f44679':
Fix used before initialized error
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Change-Id: I8c3f7d01ff1109492730b4bbf863db1fa96cf6d1
Signed-off-by: Bruce Beare <bruce.j.beare@intel.com>
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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
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ncb files are Microsoft Visual Studio IDE database / debugger files. They
shouldn't be checked in.
Change-Id: I9b721f1fa76de2407722be24c38c316c8b790aa9
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Change-Id: Ia37a1dbf5f6bf80082792f6f827376b9ef844349
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The problem was that texture ids are actually unsigned integers, but
we were treating them as signed integers.
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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.
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Fixes alias models.
Should have helped particles, but they are still missing-in-action.
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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.)
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Integrated comments after patch set 1 review.
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to twice of the ouputSR
Replaced use of AudioTrack::sampleRate() by AudioTrack::getSampleRate()
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+ 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.
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ftp://ftp.idsoftware.com/idstuff/source/q1source.zip
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