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Build engine port backed by GZDoom tech. Currently supports Duke Nukem 3D, Blood, Shadow Warrior, Redneck Rampage and Powerslave/Exhumed.
3753d45601
The functions mvlineasm1, mvlineasm4 and tvlineasm2 can now be set to clamp the vertical texture coordinate (vplc), preventing the unsightly stray lines on the bottom of non-y-flipped sprites. (The first part of this effort, r3483, handled their top). However, this is only enabled for the mvlineasm ones: the vectorized variants suffered almost no slowdown (even though a PADDUSD SSE instruction would be a nice thing to have), while it was pretty significant for the sequential translucent ones. Summarizing, this leaves two cases where stray lines may appear in the non-ASM build (the saturation is NYI for a.nasm): - at the bottom of y-flipped sprites - at the bottom of translucent sprites (can be toggled by #define) Another observation is that recent GCC generates much faster code for this stuff than Clang from SVN. git-svn-id: https://svn.eduke32.com/eduke32@4161 1a8010ca-5511-0410-912e-c29ae57300e0 |
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