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skin.c:
Rip out the pcx loading code and use LoadPCX instead. pcx.h: remove the data field from pcx_t: it was messing with gcc's idea of the structure size. also, update LoadPCX's prototype pcx.c: change LoadPCX to return tex_t (new type in texture.h) and take a new param: convert. LoadPCX will now wither load raw 8 bit or convert to rgba on loading depending on convert. Also, make LoadPCX WORK and use Hunk_TempAlloc to store the resulting texture. texture.h: define tex_t. defines an in-memory texture (either 8 or 32 bit, depending on the presense of a palette). Data comes immediately after the sturcture. eg tex_t *tex = Hunk_TempAlloc (sizeof (tex_t) + count)
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4 changed files with 129 additions and 122 deletions
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include/texture.h
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include/texture.h
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/*
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texture.h
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texture definition
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Copyright (C) 2000 Bill Currie
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Author: Bill Currie
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Date: 2000-01-18
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef __texture_h
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#define __texture_h
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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// could not use texture_t as that is used for models.
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typedef struct tex_s {
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int width;
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int height;
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unsigned char *palette; // 0 = 32 bit, otherise 8
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unsigned char data[ZERO_LENGTH_ARRAY];
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} tex_t;
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#endif // __texture_h
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