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soft: fix build with SDL3
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3 changed files with 18 additions and 1 deletions
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@ -19,6 +19,7 @@ State:
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* base2: no known issues,
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* mguhub: sometimes broken logic for surface fall in next maps.
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* SOFT:
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* build with SDL3 has glitch in menu,
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* base1: broken wall light and wall glitch,
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* base2: broken wall light and wall glitch,
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* q64/outpost: scale textures unsupported,
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@ -385,7 +385,7 @@ RE_Draw_StretchRaw(int x, int y, int w, int h, int cols, int rows, const byte *d
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RE_Draw_StretchPicImplementation (x, y, w, h, &pic);
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if (r_retexturing->value)
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if (image_scaled != (byte *)data)
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{
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free(image_scaled);
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}
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@ -2341,7 +2341,11 @@ RE_Draw_StretchDirectRaw(int x, int y, int w, int h, int cols, int rows, const b
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}
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/* Full screen update should be faster */
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#ifdef USE_SDL3
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if (!SDL_LockTexture(texture_rgba, NULL, (void**)&pixels, &pitch))
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#else
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if (SDL_LockTexture(texture_rgba, NULL, (void**)&pixels, &pitch))
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#endif
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{
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Com_Printf("Can't lock texture: %s\n", SDL_GetError());
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return;
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@ -2377,16 +2381,28 @@ RE_Draw_StretchDirectRaw(int x, int y, int w, int h, int cols, int rows, const b
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if (cols == vid_buffer_width && rows == vid_buffer_height)
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{
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#ifdef USE_SDL3
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SDL_RenderTexture(renderer, texture_rgba, NULL, NULL);
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#else
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SDL_RenderCopy(renderer, texture_rgba, NULL, NULL);
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#endif
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}
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else
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{
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#ifdef USE_SDL3
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SDL_FRect srcrect;
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#else
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SDL_Rect srcrect;
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#endif
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srcrect.x = 0;
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srcrect.y = 0;
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srcrect.w = cols;
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srcrect.h = rows;
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#ifdef USE_SDL3
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SDL_RenderTexture(renderer, texture_rgba, &srcrect, NULL);
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#else
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SDL_RenderCopy(renderer, texture_rgba, &srcrect, NULL);
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#endif
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}
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SDL_RenderPresent(renderer);
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