It used to crash because after recursing into R_MirrorPoint(), which
calls tr.CropRenderSize(), about MAX_RENDER_CROPS times,
CropRenderSize() wrote behind the end of tr.renderCrops[] and damaged
a pointer.
Even if it didn't crash because of that, endlessly recursing is a bad
idea, so it's limited now. The limit can be configued with the new
r_maxMirrorRecursion CVar, but the hard limit is MAX_RENDER_CROPS-3 = 5
Another problem was that mirrors and other subviews render into
a texture, specifically globalImages->scratchImage ("_scratch"), so
it could happen that it got written to several times before being used.
Now there are 8 scratch images (+ the original "_scratch" which is also
used by gamecode) that the subview code cycles through to minimize the
chance of overwriting something that's still in use.
incl. setting in SettingsMenu
With SDL 2.0.5 and newer this change is applied immediately,
2.0.0 to 2.0.4 need a vid_restart
(with SDL1.2 we don't support it at all)
I worked around the issue for the particle editor, but now it turned out
it can also somehow happen when switching from the Radiant to the Engine
(with F2), so I implemented the "proper" fix of restoring
glConfig.vidWidth/Height, that are overwritten in
RenderSystemLocal::BeginFrame(), in RenderSystemLocal::EndFrame().
In short, it uses a idGLDrawableMaterial widget that calls
renderSystem->BeginFrame(w, h); (with w and h being small for the texture
preview window) and BeginFrame() sets glConfig.vidWidth and vidHeight to
w/h and that never got reset to the original value (window width/height).
This breaks everything because for some reason
renderSystem->GetSCreenWidth()/Height() return glConfig.vidWidth/Height
so it will just continue to render everything at that resolution (in a
small rectangle on the lower left corner of the window).
This bug has already existed in Doom3 1.3.1 (but was less noticable because
apparently when switching away from Doom3 and back to the window it reset
vidWidth/Height to the window resolution)
I only implemented a workaround (restore glConfig.vid* after rendering the
texture preview), it's possible that the same issue exists in other
(probably editor-) code - but a "proper fix" might also break code (and I'm
not super-familiar with the editor code or even just using them)
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.