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Delete leftover composite texture handling
This commit is contained in:
parent
861d22fd44
commit
4cf9d38fb6
8 changed files with 24 additions and 302 deletions
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@ -172,8 +172,6 @@ void R_DrawTranslucentColumn_8(void);
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void R_DrawDropShadowColumn_8(void);
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void R_DrawTranslatedColumn_8(void);
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void R_DrawTranslatedTranslucentColumn_8(void);
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void R_Draw2sMultiPatchColumn_8(void);
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void R_Draw2sMultiPatchTranslucentColumn_8(void);
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void R_DrawFogColumn_8(void);
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void R_DrawColumnShadowed_8(void);
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193
src/r_draw8.c
193
src/r_draw8.c
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@ -105,199 +105,6 @@ void R_DrawColumn_8(void)
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}
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}
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void R_Draw2sMultiPatchColumn_8(void)
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{
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INT32 count;
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register UINT8 *dest;
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register fixed_t frac;
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fixed_t fracstep;
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count = dc_yh - dc_yl;
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if (count < 0) // Zero length, column does not exceed a pixel.
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= (unsigned)vid.width || dc_yl < 0 || dc_yh >= vid.height)
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return;
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#endif
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// Framebuffer destination address.
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// Use ylookup LUT to avoid multiply with ScreenWidth.
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// Use columnofs LUT for subwindows?
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//dest = ylookup[dc_yl] + columnofs[dc_x];
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dest = &topleft[dc_yl*vid.width + dc_x];
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count++;
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// Determine scaling, which is the only mapping to be done.
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fracstep = dc_iscale;
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//frac = dc_texturemid + (dc_yl - centery)*fracstep;
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frac = (dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep))*(!dc_hires);
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// Inner loop that does the actual texture mapping, e.g. a DDA-like scaling.
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// This is as fast as it gets.
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{
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register const UINT8 *source = dc_source;
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register const lighttable_t *colormap = dc_colormap;
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register INT32 heightmask = dc_texheight-1;
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register UINT8 val;
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if (dc_texheight & heightmask) // not a power of 2 -- killough
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{
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heightmask++;
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heightmask <<= FRACBITS;
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if (frac < 0)
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while ((frac += heightmask) < 0);
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else
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while (frac >= heightmask)
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frac -= heightmask;
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do
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{
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// Re-map color indices from wall texture column
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// using a lighting/special effects LUT.
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// heightmask is the Tutti-Frutti fix
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val = source[frac>>FRACBITS];
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if (val != TRANSPARENTPIXEL)
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*dest = colormap[val];
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dest += vid.width;
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// Avoid overflow.
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if (fracstep > 0x7FFFFFFF - frac)
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frac += fracstep - heightmask;
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else
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frac += fracstep;
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while (frac >= heightmask)
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frac -= heightmask;
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} while (--count);
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}
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else
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{
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while ((count -= 2) >= 0) // texture height is a power of 2
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{
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val = source[(frac>>FRACBITS) & heightmask];
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if (val != TRANSPARENTPIXEL)
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*dest = colormap[val];
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dest += vid.width;
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frac += fracstep;
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val = source[(frac>>FRACBITS) & heightmask];
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if (val != TRANSPARENTPIXEL)
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*dest = colormap[val];
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dest += vid.width;
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frac += fracstep;
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}
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if (count & 1)
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{
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val = source[(frac>>FRACBITS) & heightmask];
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if (val != TRANSPARENTPIXEL)
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*dest = colormap[val];
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}
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}
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}
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}
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void R_Draw2sMultiPatchTranslucentColumn_8(void)
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{
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INT32 count;
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register UINT8 *dest;
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register fixed_t frac;
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fixed_t fracstep;
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count = dc_yh - dc_yl;
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if (count < 0) // Zero length, column does not exceed a pixel.
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= (unsigned)vid.width || dc_yl < 0 || dc_yh >= vid.height)
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return;
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#endif
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// Framebuffer destination address.
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// Use ylookup LUT to avoid multiply with ScreenWidth.
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// Use columnofs LUT for subwindows?
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//dest = ylookup[dc_yl] + columnofs[dc_x];
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dest = &topleft[dc_yl*vid.width + dc_x];
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count++;
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// Determine scaling, which is the only mapping to be done.
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fracstep = dc_iscale;
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//frac = dc_texturemid + (dc_yl - centery)*fracstep;
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frac = (dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep))*(!dc_hires);
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// Inner loop that does the actual texture mapping, e.g. a DDA-like scaling.
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// This is as fast as it gets.
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{
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register const UINT8 *source = dc_source;
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register const UINT8 *transmap = dc_transmap;
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register const lighttable_t *colormap = dc_colormap;
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register INT32 heightmask = dc_texheight-1;
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register UINT8 val;
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if (dc_texheight & heightmask) // not a power of 2 -- killough
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{
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heightmask++;
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heightmask <<= FRACBITS;
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if (frac < 0)
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while ((frac += heightmask) < 0);
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else
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while (frac >= heightmask)
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frac -= heightmask;
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do
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{
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// Re-map color indices from wall texture column
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// using a lighting/special effects LUT.
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// heightmask is the Tutti-Frutti fix
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val = source[frac>>FRACBITS];
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if (val != TRANSPARENTPIXEL)
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*dest = *(transmap + (colormap[val]<<8) + (*dest));
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dest += vid.width;
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// Avoid overflow.
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if (fracstep > 0x7FFFFFFF - frac)
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frac += fracstep - heightmask;
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else
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frac += fracstep;
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while (frac >= heightmask)
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frac -= heightmask;
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} while (--count);
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}
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else
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{
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while ((count -= 2) >= 0) // texture height is a power of 2
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{
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val = source[(frac>>FRACBITS) & heightmask];
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if (val != TRANSPARENTPIXEL)
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*dest = *(transmap + (colormap[val]<<8) + (*dest));
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dest += vid.width;
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frac += fracstep;
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val = source[(frac>>FRACBITS) & heightmask];
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if (val != TRANSPARENTPIXEL)
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*dest = *(transmap + (colormap[val]<<8) + (*dest));
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dest += vid.width;
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frac += fracstep;
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}
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if (count & 1)
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{
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val = source[(frac>>FRACBITS) & heightmask];
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if (val != TRANSPARENTPIXEL)
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*dest = *(transmap + (colormap[val]<<8) + (*dest));
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}
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}
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}
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}
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/** \brief The R_DrawShadeColumn_8 function
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Experiment to make software go faster. Taken from the Boom source
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*/
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@ -873,13 +873,15 @@ void *Picture_TextureToFlat(size_t texnum)
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desttop = converted;
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deststop = desttop + flatsize;
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if (!texture->holes)
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for (size_t col = 0; col < (size_t)texture->width; col++, desttop++)
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{
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for (size_t col = 0; col < (size_t)texture->width; col++, desttop++)
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column_t *column = (column_t *)R_GetColumn(texnum, col);
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for (unsigned i = 0; i < column->num_posts; i++)
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{
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source = R_GetColumn(texnum, col)->pixels;
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dest = desttop;
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for (size_t ofs = 0; dest < deststop && ofs < (size_t)texture->height; ofs++)
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post_t *post = &column->posts[i];
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dest = desttop + (post->topdelta * texture->width);
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source = column->pixels + post->data_offset;
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for (size_t ofs = 0; dest < deststop && ofs < post->length; ofs++)
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{
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if (source[ofs] != TRANSPARENTPIXEL)
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*dest = source[ofs];
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@ -887,25 +889,6 @@ void *Picture_TextureToFlat(size_t texnum)
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}
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}
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}
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else
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{
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for (size_t col = 0; col < (size_t)texture->width; col++, desttop++)
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{
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column_t *column = (column_t *)R_GetColumn(texnum, col);
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for (unsigned i = 0; i < column->num_posts; i++)
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{
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post_t *post = &column->posts[i];
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dest = desttop + (post->topdelta * texture->width);
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source = column->pixels + post->data_offset;
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for (size_t ofs = 0; dest < deststop && ofs < post->length; ofs++)
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{
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if (source[ofs] != TRANSPARENTPIXEL)
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*dest = source[ofs];
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dest += texture->width;
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}
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}
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}
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}
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return converted;
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}
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84
src/r_segs.c
84
src/r_segs.c
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@ -96,46 +96,6 @@ void R_ClearSegTables(void)
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// R_RenderMaskedSegRange
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// ==========================================================================
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// If we have a multi-patch texture on a 2sided wall (rare) then we draw
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// it using R_DrawColumn, else we draw it using R_DrawMaskedColumn, this
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// way we don't have to store extra post_t info with each column for
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// multi-patch textures. They are not normally needed as multi-patch
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// textures don't have holes in it. At least not for now.
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static void R_Render2sidedMultiPatchColumn(column_t *column)
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{
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INT32 bottomscreen = sprtopscreen + spryscale * lengthcol;
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dc_yl = (sprtopscreen+FRACUNIT-1)>>FRACBITS;
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dc_yh = (bottomscreen-1)>>FRACBITS;
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if (windowtop != INT32_MAX && windowbottom != INT32_MAX)
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{
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dc_yl = ((windowtop + FRACUNIT)>>FRACBITS);
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dc_yh = (windowbottom - 1)>>FRACBITS;
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}
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if (dc_yh >= mfloorclip[dc_x])
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dc_yh = mfloorclip[dc_x] - 1;
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if (dc_yl <= mceilingclip[dc_x])
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dc_yl = mceilingclip[dc_x] + 1;
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if (dc_yl >= vid.height || dc_yh < 0)
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return;
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if (dc_yl <= dc_yh && dc_yh < vid.height && dc_yh > 0)
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{
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dc_source = column->pixels;
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if (colfunc == colfuncs[BASEDRAWFUNC])
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(colfuncs[COLDRAWFUNC_TWOSMULTIPATCH])();
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else if (colfunc == colfuncs[COLDRAWFUNC_FUZZY])
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(colfuncs[COLDRAWFUNC_TWOSMULTIPATCHTRANS])();
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else
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colfunc();
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}
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}
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transnum_t R_GetLinedefTransTable(fixed_t alpha)
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{
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return (20*(FRACUNIT - alpha - 1) + FRACUNIT) >> (FRACBITS+1);
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@ -211,26 +171,16 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
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rw_scalestep = scalestep;
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spryscale = scale1 + (x1 - ds->x1)*rw_scalestep;
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// Texture must be cached before setting colfunc_2s,
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// otherwise texture[texnum]->holes may be false when it shouldn't be
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// Texture must be cached
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R_CheckTextureCache(texnum);
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// handle case where multipatch texture is drawn on a 2sided wall, multi-patch textures
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// are not stored per-column with post info in SRB2
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if (textures[texnum]->holes)
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if (textures[texnum]->flip & 2) // vertically flipped?
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{
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if (textures[texnum]->flip & 2) // vertically flipped?
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{
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colfunc_2s = R_DrawFlippedMaskedColumn;
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lengthcol = textures[texnum]->height;
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}
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else
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colfunc_2s = R_DrawMaskedColumn; // render the usual 2sided single-patch packed texture
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}
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else
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{
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colfunc_2s = R_Render2sidedMultiPatchColumn; // render multipatch with no holes (no post_t info)
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colfunc_2s = R_DrawFlippedMaskedColumn;
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lengthcol = textures[texnum]->height;
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}
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else
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colfunc_2s = R_DrawMaskedColumn; // render the usual 2sided single-patch packed texture
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// Setup lighting based on the presence/lack-of 3D floors.
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dc_numlights = 0;
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@ -784,26 +734,16 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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dc_texturemid += offsetvalue;
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// Texture must be cached before setting colfunc_2s,
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// otherwise texture[texnum]->holes may be false when it shouldn't be
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// Texture must be cached
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R_CheckTextureCache(texnum);
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//faB: handle case where multipatch texture is drawn on a 2sided wall, multi-patch textures
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// are not stored per-column with post info anymore in Doom Legacy
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if (textures[texnum]->holes)
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if (textures[texnum]->flip & 2) // vertically flipped?
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{
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if (textures[texnum]->flip & 2) // vertically flipped?
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{
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colfunc_2s = R_DrawRepeatFlippedMaskedColumn;
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lengthcol = textures[texnum]->height;
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}
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else
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colfunc_2s = R_DrawRepeatMaskedColumn; // render the usual 2sided single-patch packed texture
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}
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else
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{
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colfunc_2s = R_Render2sidedMultiPatchColumn; //render multipatch with no holes (no post_t info)
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colfunc_2s = R_DrawRepeatFlippedMaskedColumn;
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lengthcol = textures[texnum]->height;
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}
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else
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colfunc_2s = R_DrawRepeatMaskedColumn; // render the usual 2sided single-patch packed texture
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// Set heights according to plane, or slope, whichever
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{
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@ -326,7 +326,6 @@ UINT8 *R_GenerateTexture(size_t texnum)
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// If the patch uses transparency, we have to save it this way.
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if (holey)
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{
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texture->holes = true;
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texture->flip = patch->flip;
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Patch_CalcDataSizes(realpatch, &total_pixels, &total_posts);
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@ -342,7 +341,10 @@ UINT8 *R_GenerateTexture(size_t texnum)
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texturecolumns[texnum] = columns;
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Patch_MakeColumns(realpatch, texture->width, texture->width, blocktex, columns, posts, texture->flip);
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// Handles flipping as well.
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// we can't as easily flip the patch vertically sadly though,
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// we have wait until the texture itself is drawn to do that
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Patch_MakeColumns(realpatch, texture->width, texture->width, blocktex, columns, posts, patch->flip & 1);
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goto done;
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}
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@ -352,7 +354,6 @@ UINT8 *R_GenerateTexture(size_t texnum)
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// multi-patch textures (or 'composite')
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multipatch:
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texture->holes = true;
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texture->flip = 0;
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// To make things easier, I just allocate WxH always
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@ -787,7 +788,6 @@ Rloadflats (INT32 i, INT32 w)
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texture->type = TEXTURETYPE_FLAT;
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texture->patchcount = 1;
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texture->holes = false;
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texture->flip = 0;
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// Allocate information for the texture's patches.
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@ -888,7 +888,6 @@ Rloadtextures (INT32 i, INT32 w)
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texture->type = TEXTURETYPE_SINGLEPATCH;
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texture->patchcount = 1;
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texture->holes = false;
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texture->flip = 0;
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// Allocate information for the texture's patches.
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@ -53,9 +53,8 @@ typedef struct
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// Keep name for switch changing, etc.
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char name[8];
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UINT32 hash;
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UINT8 type; // TEXTURETYPE_
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UINT8 type; // TEXTURETYPE_*
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INT16 width, height;
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boolean holes;
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UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both
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void *flat; // The texture, as a flat.
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@ -116,8 +116,6 @@ void SCR_SetDrawFuncs(void)
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colfuncs[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8;
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colfuncs[COLDRAWFUNC_SHADOWED] = R_DrawColumnShadowed_8;
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colfuncs[COLDRAWFUNC_TRANSTRANS] = R_DrawTranslatedTranslucentColumn_8;
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colfuncs[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8;
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colfuncs[COLDRAWFUNC_TWOSMULTIPATCHTRANS] = R_Draw2sMultiPatchTranslucentColumn_8;
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colfuncs[COLDRAWFUNC_FOG] = R_DrawFogColumn_8;
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spanfuncs[SPANDRAWFUNC_TRANS] = R_DrawTranslucentSpan_8;
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@ -126,8 +126,6 @@ enum
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COLDRAWFUNC_SHADE,
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COLDRAWFUNC_SHADOWED,
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COLDRAWFUNC_TRANSTRANS,
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COLDRAWFUNC_TWOSMULTIPATCH,
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COLDRAWFUNC_TWOSMULTIPATCHTRANS,
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COLDRAWFUNC_FOG,
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COLDRAWFUNC_MAX
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