return a tile with an error image so that the caller doesn't freak out and
we achieve maximal "continue to work as much as possible."
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3177 542714f4-19e9-0310-aa3c-eee0fc999fb1
start-time selectable implementations. Modified back buffer to use
BufferCapabilities.FlipContents.COPIED which should do what we need in
terms of providing us with the current frame's contents on which to paint.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2468 542714f4-19e9-0310-aa3c-eee0fc999fb1
- Combined SceneViewPanel and IsoSceneView into one happy panel.
- Ditched the DisplayMisoScene notion; the new MisoScenePanel now manages
resolved scene information (like base, object and fringe tiles) itself
so that it can...
- ...support scrolling scenes by keeping blocks of resolved base, fringe
and object information loaded only for what is potentially visible
rather than for the whole scene.
Other things were surely cleaned up or broken in the process to keep a
keen eye out.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2413 542714f4-19e9-0310-aa3c-eee0fc999fb1
investigate the possibility in the future of uncompressing our images into
a local cache on the client and loading from there because it is about 10
times faster to load uncompressed images.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2089 542714f4-19e9-0310-aa3c-eee0fc999fb1
forget to update a sprite's tile coordinates when updating its screen
coordinates and only TilePath could be used for sprites in the view and
generally a huge pain was incurred to avoid what isn't very expensive
which is to calculate a sprite's tile coordinates from its screen
coordinates when that sprite is involved in a repaint.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2029 542714f4-19e9-0310-aa3c-eee0fc999fb1
would sure be nice to have a variant that traces the supplied image rather
than always creating a new one, and more flexibility with respect to the
alpha gradient steps might be nice, but all of that sort of thing will
just have to come later.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1950 542714f4-19e9-0310-aa3c-eee0fc999fb1
because they'll be used for both sprites and animations.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1692 542714f4-19e9-0310-aa3c-eee0fc999fb1
method invocation services and converted everything to the new style.
Could this be my biggest checkin ever?
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1642 542714f4-19e9-0310-aa3c-eee0fc999fb1
support for 16 orientations in situations where it is merited.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1548 542714f4-19e9-0310-aa3c-eee0fc999fb1
to their nearest compass direction instead of the wacky way it did before.
Also added getFineDirection() along with rotateCW() and rotateCCW() to
rotate through (fine) directions (though coarse directions can be rotated
as well, simply by always requesting two ticks of rotation). Also wrote
some test code to make sure everything works.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1545 542714f4-19e9-0310-aa3c-eee0fc999fb1