Monster Iestyn
80cbad61c0
Do lightlist height stepping *after* the heights are used by the FOF rendering code, not before (yes, I caught that they remove a heightstep beforehand for FOFs, but that wasn't done for midtextures it seems?)
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Additionally add some macros for repeated slope end assignments and overflow tests
2018-10-13 18:57:40 +01:00
Monster Iestyn
bedfed2f00
Move shared code here instead of duplicating it for both dc_numlights and non-dc_numlights rendering code
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Also added a few comments, and include the out of range check in the "shared code" above
2018-10-13 15:37:11 +01:00
Monster Iestyn
72bd3e28ed
Fix sprtopscreen from getting integer overflows once and for all in R_DrawRepeatMaskedColumn
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Fixes TD's terminal from freezing the game this time, oh boy
2017-01-31 22:10:31 +00:00
Monster Iestyn
3212ee0b0f
Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and sprbotscreen are CLAMPMAX (INT32_MAX)
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This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
2017-01-30 21:08:13 +00:00
Monster Iestyn
6ca806a8c0
Fix FOF lighting being stupid with repeating midtextures.
2016-12-31 20:44:16 +00:00
Monster Iestyn
8e56582728
Created R_CheckTextureCache to make sure midtexture/FOF walls cache their textures before choosing colfunc_2s, for software mode
2016-12-17 19:59:54 +00:00
Monster Iestyn
a9cfd12e04
Created R_GetTextureNum to make sure top/bottom/midtexture texture ids are always valid in rendering code for both software and OpenGL (and also for the Solid Midtexture effect physics code)
2016-12-16 21:38:53 +00:00
Monster Iestyn
6ba568ac49
Fixed typo of mine that lead to the ceiling part of GFZ2's tunnel section being rendered wrongly
2016-07-20 15:11:36 +01:00
Monster Iestyn
df55019d40
Merge branch 'master' into other-software-fixes
2016-06-13 21:13:51 +01:00
Monster Iestyn
305d32870f
Effect 2 (No Midtexture Skew) now toggles off skewing for midtextures on single-sided lines, which was what was intended for them to begin with apparently.
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This means the current skewing-by-default effect isn't changed, and OpenGL's equivalent code doesn't have to be touched since apparently it was already like that.
2016-06-12 18:47:27 +01:00
Monster Iestyn
a04fcce3a9
Hack to fix midtextures for polyobjects being mucked up
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"frontsector" in this part of the code isn't actually the polyobject's sector for back-side polyobject segs, it's the in-level sector the polyobject as a whole is being rendered in it turns out.
2016-06-09 22:07:43 +01:00
Monster Iestyn
20c2d84c78
Fix single side line midtexture skewing
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Red apparently left in code for single-sided linedefs to NOT skew their midtextures ...but it doesn't work because it doesn't stop the skewing code from running instead, regardless of whether Effect 1 is on or not. If it's decided single-sided line midtextures shouldn't do this though, the non-skew code could just as well be thrown out lol (or something else I guess?)
2016-06-09 20:37:36 +01:00
Monster Iestyn
8b2b49fb04
Just some final cleanup of the code I changed
2016-05-31 16:08:29 +01:00
Monster Iestyn
eb90f4f50d
welp no success in fixing the sky HOMs yet, committing progress anyway
2016-05-30 22:53:22 +01:00
Monster Iestyn
a2aeece419
Significant rework of main seg-rendering code, to eliminate the possibility of drawing off-screen and crashing the game as result
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NOTE: HOMs sometimes appear in the sky in maps like AGZ (map40), so this isn't completely fine yet. I'll fix that later
2016-05-30 21:53:29 +01:00
Monster Iestyn
7c78b95a7d
This is probably the "correct" way to set maskedtextureheight
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Probably doesn't make any difference in-game at all though, lol
2016-05-24 22:11:48 +01:00
Inuyasha
f07585191b
copyright dates/statements updated and such
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(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
857cd32369
step through light heights too if there is an overflow for a midtexture column
2016-05-05 17:49:57 +01:00
Inuyasha
ce4b5db494
organize conditions in a more optimized way
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the most common condition (correct drawing) shouldn't be last, however it can't be first without making the conditions longer anyway.
it's a nitpicky thing, but this is the renderer we're talking about here.
2016-05-05 07:20:53 -07:00
Inuyasha
5e8be250a7
fix going under FOFs causing artifacts
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i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs
2016-05-05 06:33:19 -07:00
Inuyasha
4274fb7b92
I hate FOFs; attempted to fix extra tall FOFs breaking
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Previous overflow fix resulted in extra tall FOFs disappearing up close (see: ERZ1's elevators at start)
This works "better" in that only some lighting bugs and really really finicky visual glitches show now. I give up trying to totally fix this stuff dfsdfgdgf
2016-05-05 02:31:53 -07:00
Monster Iestyn
2c221da453
Revert "Fix up the ceiling sky hack (yuck) a bit so my commit doesn't break thok barrier planes now"
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This created HOMs in THZ2's skybox, ack.
This reverts commit eba382df1b
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2016-05-03 15:26:54 +01:00
Monster Iestyn
eba382df1b
Fix up the ceiling sky hack (yuck) a bit so my commit doesn't break thok barrier planes now
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Interestingly these changes somehow fix how thok barrier walls block the planes, which was an issue even before slopes I believe
2016-05-02 22:08:14 +01:00
Inuyasha
7c79bbc0b3
Proper overflow checking, applied to FOFs and midtex's too
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This fixes the annoying flickering when you pass by water, FOFs, tall grass, etc.
2016-05-02 05:29:30 -07:00
Inuyasha
37575d2219
Revert "Another thing that probably needed to check for slopes"
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This breaks plane display for thok barriers
This reverts commit ee00da6a74
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2016-05-02 04:08:48 -07:00
Monster Iestyn
0a887948eb
Ensure pixhigh/pixlow is always set whenever the game decides a top/bottom texture should be drawn
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This fixes the rendering glitches encountered around slopes in Glacier Gear, yes. :)
2016-04-25 18:48:14 +01:00
Monster Iestyn
ab2cadd372
Merge branch 'next' into slope-fixes
2016-04-20 20:47:11 +01:00
Monster Iestyn
e0604bb5f3
Merge branch 'master' into next
2016-04-20 20:27:09 +01:00
Monster Iestyn
69b43aee2d
Fix how FF_CUTEXTRA FOFs carry over cutting ability to FOFs below them in the same sector, even if they shouldn't do that
2016-04-20 20:26:41 +01:00
Monster Iestyn
e05951e213
Merge branch 'next' into slope-fixes
2016-04-20 18:17:14 +01:00
Monster Iestyn
b797ae9731
Merge branch 'master' into next
2016-04-20 18:05:51 +01:00
Monster Iestyn
0aba2f607b
Fix FOFs with FF_CUTSOLIDS but not FF_SOLID causing software renderer problems and even crashes
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Always wondered why a flag meant for FOF physics was used in the rendering code, lol
2016-04-20 18:04:51 +01:00
Monster Iestyn
b1e736242f
fixed all compiling errors relating to ESLOPE being undefined
2016-04-06 22:19:39 +01:00
Monster Iestyn
93a1e46f1c
Merge branch 'next' into slope-fixes
2016-04-05 17:19:28 +01:00
Monster Iestyn
69a58d8369
Fix lighting parity between resolutions for sprites and FOFs
2016-04-05 15:33:55 +01:00
Alam Ed Arias
b45b9801d6
Merge branch 'next' into slope-fixes
2016-03-31 21:43:51 -04:00
Alam Ed Arias
f84d76c683
Merge branch 'next' into portal-fix
2016-03-30 20:43:25 -04:00
Alam Ed Arias
4370459166
Merge branch 'next' into slope-fixes
2016-03-30 20:41:33 -04:00
Monster Iestyn
1108a52959
Check change in ceilinglightsec for markceiling code, not floorlightsec
2016-03-29 22:44:16 +01:00
Monster Iestyn
ee00da6a74
Another thing that probably needed to check for slopes
2016-03-29 22:32:09 +01:00
Monster Iestyn
ef832dd8b8
Fixed how two adjacent FOFs can prevent each others' walls from displaying if they're at least partially covered
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Also some miscellaneous tweaks and changes to account for slopes properly
2016-03-29 18:59:56 +01:00
Monster Iestyn
ec5b272fa6
Unless I'm mistaken, scalesteps/heightsteps should be divided by stop-start, not stop-start+1. Revert this commit if that was intentional.
2016-03-19 23:19:05 +00:00
Monster Iestyn
28631c30b7
Fix maskedtextureheight being set outside of ESLOPE code
2016-03-19 22:25:49 +00:00
Monster Iestyn
a82c19adb1
Fix sprites displaying behind "closed doors" when slopes are present.
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For the record, thok barriers count as "closed doors" in SRB2 level contexts
2016-03-19 16:19:58 +00:00
Monster Iestyn
e941687d4c
R_RenderMaskedSegRange now checks for slopes in the sector lightlist
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in other words, midtexture rendering should now correctly account for slopes from FOFs that could affect lighting/colormap
2016-03-18 20:33:16 +00:00
Monster Iestyn
c67683eb0a
Fixed slope walls displaying sprites through them if they weren't completely above you
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Sadly this does not fix ALL sprite issues, but just some of them at the least
2016-03-12 19:59:32 +00:00
Monster Iestyn
60ea2ecb77
Whoops, forgot these
2016-03-07 21:02:35 +00:00
Monster Iestyn
2f539a4df9
R_RenderThickSideRange now checks for slopes in the front sector's lightlist
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This appears to fix a few holes that have been known to appear with FOF slopes sometimes, dunno how they actually came about exactly but this apparently sorts them out
2016-03-07 20:42:25 +00:00
Monster Iestyn
98fd5ca63b
Made some FOF-related seg code account for slopes, as requested by some TODOs
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The funny thing is you really can't see ANY change here unless you have a sloped FOF intersecting a sector floor/ceiling (and a second FOF on the other side), which has other problems anyway lol
2016-03-01 19:55:13 +00:00
Monster Iestyn
03470118cd
Added missing ESLOPE ifdef from when I first did these fixes for slope compiling
2016-02-15 20:57:35 +00:00