glSDL: Kobo Deluxe 0.4-pre4

For those of you who missed it, Kobo Deluxe 0.4-pre4 has been released.
It contains mostly glSDL fixes and new features: Only 2D tiling and
aglobal texture space manager are missing - and some speed optimization
wouldn’t hurt, of course. :slight_smile:

* Single tile case optimized.

* Vertical tiling implemented.

* Horizontal and vertical tiling across multiple
  textures implemented! (Not both h & v, though.)

* Off-screen blits are culled.

There are some purely Kobo related changes as well; Highlights from the
ChangeLog:

    * Old style mouse control is back. (Not that I
      understand how anyone could play with that... :-)

    * Bigger and more visible mouse crosshair.

    * Video config cleaned up - unsupported OpenGL
      settings removed.

    * Diagonal rocket sprites lined up with diagonal Kobo
      (the player's ship! :-) sprites. (The ship has an
      offset of +1 pixel in y in the gfx)

    * Added missing (8'th) frame to explosion animation.

    * Delayed fps printout to program exit, as some setups
      have serious trouble with output to the console while
      running the game.

    * It's now possible to quit gracefully while loading
      data. (Check when updating the progress bar.)

(Yeah, I know that the config menu is too tall - that’s why this is a
preX release! :wink:

//David Olofson — Programmer, Reologica Instruments AB

.- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
| A Free/Open Source Plugin API for Professional Multimedia |
----------------------------> http://www.linuxdj.com/maia -' .- David Olofson -------------------------------------------. | Audio Hacker - Open Source Advocate - Singer - Songwriter |-------------------------------------> http://olofson.net -’