mirror of
https://github.com/mkxp-z/mkxp-z.git
synced 2025-09-10 12:02:53 +02:00
miscellaneous garbage
This commit is contained in:
parent
5855266dab
commit
85fe2b070a
6 changed files with 8 additions and 21 deletions
|
@ -22,7 +22,7 @@ Website: https://www.ruby-lang.org/en/
|
|||
|
||||
Matz's Ruby Interpreter, also called CRuby, is the most widely deployed version of ruby. MRI 1.8.1 is what was used in RPG Maker XP, and 1.8.7 is the lowest that mkxp-z is prepared to let you go.
|
||||
|
||||
Ruby versions 1.9.3 and 2.1 - 3.0 are also supported, and running each platform's respective dependency makefile will build Ruby 3.
|
||||
Ruby versions 1.9.3 and 2.1 - 3.1 are also supported, and running each platform's respective dependency makefile will build Ruby 3.1.
|
||||
|
||||
## Dependencies / Building
|
||||
|
||||
|
|
16
mkxp.json
16
mkxp.json
|
@ -19,19 +19,6 @@
|
|||
// (default: 0)
|
||||
//
|
||||
// "rgssVersion": 1,
|
||||
|
||||
// Render using Metal instead of OpenGL, if possible. It should
|
||||
// be far more reliable across all kinds of Macs.
|
||||
//
|
||||
// Using Metal requires macOS 10.13+ and a compatible GPU.
|
||||
// Any machine supporting 10.14+ or newer should automatically
|
||||
// support Metal.
|
||||
//
|
||||
// Unless there's some kind of problem, you should really leave
|
||||
// this on. OpenGL will cause trouble, such as blitting problems,
|
||||
// the Steam overlay not working, and v-sync failing completely.
|
||||
|
||||
// "preferMetalRenderer": true,
|
||||
|
||||
|
||||
// Continuously print average FPS to console.
|
||||
|
@ -143,7 +130,8 @@
|
|||
// Enable framebuffer blitting if the driver is
|
||||
// capable of it. Some drivers carry buggy
|
||||
// implementations of this functionality, so
|
||||
// disabling it can be used as a workaround
|
||||
// disabling it can be used as a workaround.
|
||||
// Does nothing on macOS.
|
||||
// (default: enabled)
|
||||
//
|
||||
// "enableBlitting": true,
|
||||
|
|
|
@ -257,7 +257,7 @@ try { exp } catch (...) {}
|
|||
const char *consoleEnv = SDL_getenv("MKXPZ_WINDOWS_CONSOLE");
|
||||
winConsole = ((consoleEnv && !strcmp(consoleEnv, "1")) || editor.debug);
|
||||
|
||||
#ifdef __APPLE__
|
||||
#ifdef MKXPZ_BUILD_XCODE
|
||||
// Determine whether to use the Metal renderer on macOS
|
||||
const char *metalEnv = SDL_getenv("MKXPZ_MACOS_METAL");
|
||||
preferMetalRenderer = (!metalEnv || strcmp(metalEnv, "0")) && isMetalSupported();
|
||||
|
|
|
@ -480,7 +480,7 @@ Bitmap::Bitmap(const char *filename)
|
|||
if (handler.gif) {
|
||||
p = new BitmapPrivate(this);
|
||||
|
||||
if ((uint32_t)handler.gif->width >= glState.caps.maxTexSize || (uint32_t)handler.gif->height > glState.caps.maxTexSize)
|
||||
if (handler.gif->width >= (uint32_t)glState.caps.maxTexSize || handler.gif->height > (uint32_t)glState.caps.maxTexSize)
|
||||
{
|
||||
throw new Exception(Exception::MKXPError, "Animation too large (%ix%i, max %ix%i)",
|
||||
handler.gif->width, handler.gif->height, glState.caps.maxTexSize, glState.caps.maxTexSize);
|
||||
|
@ -2014,7 +2014,7 @@ void Bitmap::nextFrame()
|
|||
GUARD_UNANIMATED;
|
||||
|
||||
stop();
|
||||
if (p->animation.lastFrame >= p->animation.frames.size() - 1) {
|
||||
if (p->animation.lastFrame >= (uint32_t)p->animation.frames.size() - 1) {
|
||||
if (!p->animation.loop) return;
|
||||
p->animation.lastFrame = 0;
|
||||
return;
|
||||
|
|
|
@ -228,7 +228,7 @@ struct Movie
|
|||
const int channels = item->audio->channels;
|
||||
|
||||
const float *src = item->audio->samples + (item->offset * channels);
|
||||
int cpy = (item->audio->frames - item->offset) * channels;
|
||||
unsigned int cpy = (item->audio->frames - item->offset) * channels;
|
||||
int i;
|
||||
|
||||
if (cpy > (len / sizeof (Sint16))) {
|
||||
|
|
|
@ -335,7 +335,6 @@ int main(int argc, char *argv[]) {
|
|||
// LoadLibrary properly initializes EGL, it won't work otherwise.
|
||||
// Doesn't completely do it though, needs a small patch to SDL
|
||||
#ifdef MKXPZ_BUILD_XCODE
|
||||
// Setting OpenGL only works when building in Release mode due to the config getting re-read later
|
||||
SDL_setenv("ANGLE_DEFAULT_PLATFORM", (conf.preferMetalRenderer) ? "metal" : "opengl", true);
|
||||
SDL_GL_LoadLibrary("@rpath/libEGL.dylib");
|
||||
#endif
|
||||
|
@ -514,7 +513,7 @@ static SDL_GLContext initGL(SDL_Window *win, Config &conf,
|
|||
|
||||
// This breaks scaling for Retina screens.
|
||||
// Using Metal should be rendering this irrelevant anyway, hopefully
|
||||
#ifndef __APPLE__
|
||||
#ifndef MKXPZ_BUILD_XCODE
|
||||
if (!conf.enableBlitting)
|
||||
gl.BlitFramebuffer = 0;
|
||||
#endif
|
||||
|
|
Loading…
Add table
Reference in a new issue