Monster Iestyn
f0256c41be
Be gone ye old texture hack
2017-04-19 20:00:19 +01:00
Monster Iestyn
5877cc40d9
You actually don't need to set ColumnDrawerPointer to &R_DrawColumnInCache etc, C allows you to set it directly to R_DrawColumnInCache etc. ColumnDrawerPointer can then be called without the (* ) stuff
2017-03-19 20:08:33 +00:00
Monster Iestyn
351a391e43
Fixed errors reported while compiling
2017-03-19 19:43:02 +00:00
Nevur
191623e246
Made tweaks suggested by toaster to make the code a bit less dumb.
2017-03-15 15:46:04 +01:00
Nevur
be9ca534d7
Whitespace indenting.
2017-03-12 20:26:45 +01:00
Nevur
144514247d
Added exceptions to the transparent column drawers to avoid modifying pixels with the cyan color.
2017-03-12 20:02:29 +01:00
Nevur
13dbe7d3a3
Fixed issue with vertical offsets being broken.
...
Add a vertical flip variant for the translucent column drawer.
Translucency is now properly distributed: 0.00 leads to no render at all, 0.1 to TRANS10, ..., 0.9 to TRANS90, 1 to regular column drawer.
2017-03-05 18:53:34 +01:00
Nevur
829be5bd43
Changed how R_GenerateTexture picks the function to draw the columns so it checks once per patch.
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Also had to set the same args for all of the three current column drawer functions.
2017-03-05 12:49:09 +01:00
Nevur
bf5a10e4b7
The translucency feature is now functional, but it doesn't exactly work as expected. Need to make it behave like FOF translucencies etc., I guess.
2017-03-05 00:29:10 +01:00
Nevur
bb49362577
Add rudimentary and non-working code for translucency on patches.
2017-03-04 20:59:43 +01:00
Monster Iestyn
12ae6bb22a
Merge branch 'public_next'
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# Conflicts:
# src/d_clisrv.c
# src/r_things.c
2017-01-07 15:03:59 +00:00
Monster Iestyn
c601a409e1
Merge branch 'texture-fixes' into 'next'
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Some texture-related fixes
Bugs fixed in this branch:
* upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort...
* animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195 )
* the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures.
See merge request !144
2017-01-06 21:15:22 -05:00
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
84f3102ad0
Added FLIPX support for single patch textures with holes
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This completes FLIPX/FLIPY support for all textures
2016-12-01 22:37:33 +00:00
Monster Iestyn
52a84cf309
Fix negative y offsets for both normal and y-flipped patches
2016-12-01 21:43:27 +00:00
Monster Iestyn
410b55ebcd
Work on FLIPX/FLIPX support:
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*Added FLIPX/FLIPY support for multi-patch textures and single-patch textures without holes
*Added FLIPY support for single-patch textures with holes; I'll sort FLIPX support out later
2016-11-28 22:21:54 +00:00
Monster Iestyn
cc2612c2d8
Merge branch 'master' into TEXTURES-additions
2016-11-27 19:49:56 +00:00
Monster Iestyn
14cd274baa
Change 0xF7 to 0xFF in R_GenerateTexture
2016-11-07 20:27:12 +00:00
Monster Iestyn
587c0079e2
Started work on FLIPX/FLIPY support for patches. Doesn't do anything yet, but the parser should know how to look for them now
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Note: I had to create M_UnGetToken in order to avoid problems with looking for patch parameters (marked by { and }) but not finding anything
2016-10-22 23:19:24 +01:00
Yukita Mayako
cdb841ef54
Only P_InitPicAnims when wads are loaded.
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Not in P_SetupLevel. That's just dumb.
2016-10-19 03:24:43 -04:00
Alam Ed Arias
f45feb77fc
MSVC: kill level 3 warnings
2016-05-22 00:44:12 -04:00
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
70a72baabc
Revert texturepresent size increase, check for negative top/mid/bottom texture values so as to not go out of bounds the other way
2016-05-10 20:19:42 +01:00
Alam Ed Arias
be0c062c5b
Precache: fix off by one, making the precache code write into memory it should not be touching
2016-05-09 20:10:14 -04:00
Inuyasha
a9be5ba867
fixed memory issues Alam running valgrind found
2016-05-08 20:34:43 -07:00
Alam Ed Arias
73b3287b19
SRB2 2.1.14 release
2015-01-01 14:50:31 -05:00
Alam Ed Arias
c028c83235
SRB2 2.1.9 release
2014-08-03 23:49:33 -04:00
Alam Ed Arias
b93cb1b65a
SRB2 2.1 release
2014-03-15 13:11:35 -04:00