Christoph Oelckers
f9d2dc51d0
- cleanup of new colorization code.
...
- profiling shows that running the code for applying the colorization and the gradients is extremely expensive, apparently this always causes a cache miss, so now the entire thing is enabled by a sidedef flag.
2019-12-29 11:30:36 +01:00
Christoph Oelckers
695ab81bca
- let a sight check that gets lost return failure.
...
This way these cannnot unwantedly wake up monsters.
2019-12-28 16:33:20 +01:00
Rachael Alexanderson
15ebc84017
- fix a /0 crash in intermission text
2019-12-26 07:13:59 -05:00
alexey.lysiuk
388d800b40
- fixed compilation with GCC and Clang
...
src/d_main.cpp:3101:37: error: cannot pass non-trivial object of type 'FString' to variadic method; expected type from format string was 'char *' [-Wnon-pod-varargs]
2019-12-25 17:44:57 +02:00
Rachael Alexanderson
2e467bd239
- update window title with current level name
2019-12-25 09:52:57 -05:00
Rachael Alexanderson
9858ed70b0
- fixed sprite drawing with hqresized textures
2019-12-24 06:44:52 -05:00
alexey.lysiuk
4fc1b3231a
- removed <CR> symbols to fix zdoom.rc being modified after checkout
2019-12-24 10:46:13 +02:00
Rachael Alexanderson
9ad628f6e5
- fixed: strife conversations do not need to unnecessarily trigger the switch to 640x400
2019-12-24 00:55:24 -05:00
Rachael Alexanderson
4ff8922006
- reinstate 320x200 with the following caveat: it only functions outside of menus and console, and only when the dialogues and logs use the default font, the game will temporarily switch to 640x400 in these situations
2019-12-23 23:14:08 -05:00
Rachael Alexanderson
510a121b62
- change IWAD startup dialog to allow selecting between OpenGL, Vulkan, and SoftPoly backends. (windows only)
2019-12-23 20:05:17 -05:00
Cacodemon345
0090925fac
Implement renderstyle and transparent actor sprite rendering in automap ( #997 )
...
* Implement renderstyle and transparent actor sprite rendering in automap
* Add "am_advspriterender" CVAR and add invisible actor checks.
* Rename cvar to `am_thingrenderstyles`
2019-12-23 10:29:14 -05:00
alexey.lysiuk
e9a7dcd17b
- precache switch textures from ANIMATED lump
...
For example, SW1SKULL and SW2SKULL switches are animated in TNT: Evilution
Their frames are defined in ANIMATED lump which is old BOOM binary format
Textures other than base were not cached because the corresponding switch definitions (in ANIMDEFS lump) have one frame only and BOOM style animations were not taken into account
https://forum.zdoom.org/viewtopic.php?t=66652
2019-12-23 13:11:06 +01:00
Rachael Alexanderson
f284567830
- change vid_scalemode 6 to work similarly to 0 and 1 when vid_cropaspect is turned on
...
- add vid_scaletolowest
2019-12-22 09:01:43 -05:00
Christoph Oelckers
738b9ceb08
- fixed incompletely changed shader.
...
It was still using a variable from the first revision that no longer exists.
2019-12-21 21:07:00 +01:00
Magnus Norddahl
1004ac1636
Automatically size the StreamUBO to 64 KB regardless of what is in it
2019-12-21 16:13:39 +01:00
alexey.lysiuk
81ea919d61
- fixed shader compilation errors with OpenGL backend
...
ERROR: 0:95: Use of undeclared identifier 'uTextureModulateColor'
ERROR: 0:104: Use of undeclared identifier 'uTextureAddColor'
ERROR: 0:107: Use of undeclared identifier 'uTextureModulateColor'
...
2019-12-21 15:42:04 +02:00
Christoph Oelckers
bb8db9422f
- scaled down the texture colorization feature for easier usability.
...
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
2019-12-20 22:25:10 +01:00
Christoph Oelckers
fd15af0b50
Merge branch 'master' of https://github.com/coelckers/gzdoom
2019-12-20 18:56:38 +01:00
Christoph Oelckers
03537e90ff
- linked new properties with the renderer.
...
Support for the softpoly renderer still missing.
2019-12-20 18:56:03 +01:00
Christoph Oelckers
3a249cb06f
- added high level interface to the new properties, i.e. UDMF and ZScript.
2019-12-20 18:02:42 +01:00
alexey.lysiuk
ffe1a651a9
- upsample texture if width * height is less or equal to gl_texture_hqresize_maxinputsize squared
...
https://forum.zdoom.org/viewtopic.php?t=66652
2019-12-20 18:11:22 +02:00
Christoph Oelckers
3209d4ed23
- added a few more texture coloring options to the shader.
...
Aside from adding an additive component it can now also do:
- desaturation (not limited to the range of 0..1 so it can also be used for oversaturation by applying a negative number or negative saturation by going above 1.0.
- invert the texture
- apply a blend, including 3 special mode taken from EDuke32.
Currently only the implementation is done, it is not exposed to UDMF yet.
2019-12-20 16:05:00 +01:00
Christoph Oelckers
41a9496bef
- the texture precaching message is supposed to be debug only
2019-12-20 14:38:22 +01:00
alexey.lysiuk
a0670f5c5b
- added minimal time profiling of texture precaching
2019-12-20 11:06:00 +02:00
alexey.lysiuk
daedf9d158
- improved normalNx scaling performance by ~10%
...
Actual boost heavily depends on platform's memory architecture, made it a bit more cache friendly in general
2019-12-20 11:04:50 +02:00
Rachael Alexanderson
33483115cd
- amend last commit: use VID_MIN_HEIGHT and VID_MIN_WIDTH macros in place of hardcoded values
2019-12-20 03:31:44 -05:00
Rachael Alexanderson
a53652f36e
- implement vid_scalemode = 6 - sets absolute minimum scaling to fill entire screen - useful for speeding up software rendering
2019-12-20 03:05:44 -05:00
Christoph Oelckers
318da33e39
- sound engine update.
...
Notable changes:
* IsSourcePlayingSomething had undefined behavior when checking unattached and unpositioned sounds.
* loading Blood RAW sounds with different sample rates but the same backing lump may not use the same hardware sound buffer.
* when playing an unpositioned sound the attenuation is irrelevant and must be ignored. This resulted in a 3D sound being started which was mostly inaudible due to lack of valid origin.
2019-12-19 11:57:58 +01:00
alexey.lysiuk
59f09d4893
- move setting status bar defaults to proper location
...
BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code
https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339
2019-12-18 15:40:39 +02:00
Marisa Kirisame
9430e1556f
Change IsSourcePlayingSomething to handle overlapping sounds.
2019-12-17 15:53:56 +01:00
Christoph Oelckers
0ba6816622
- made FSoundChan::EntChannel a full int and reordered the structure for better packing.
2019-12-17 11:43:13 +01:00
Christoph Oelckers
136ab4f48a
- renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope.
2019-12-17 09:58:50 +01:00
Christoph Oelckers
0a8effaf9e
- fixed inverted listener check when using compatibility options.
2019-12-17 08:49:50 +01:00
Christoph Oelckers
3808e85c3e
- the old bit masking for the channel needs to go, of course.
2019-12-17 00:28:32 +01:00
Christoph Oelckers
639e9d3cd4
- fixed VOC loader. Its 16 bit code did not work because it set the variable to -16 instead of 16.
...
- removed a few MAX calls with std::max.
2019-12-17 00:05:35 +01:00
Christoph Oelckers
e82565373f
- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
...
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
2019-12-16 23:52:39 +01:00
Christoph Oelckers
b09e9f10ed
- sound engine update.
2019-12-16 21:45:34 +01:00
Magnus Norddahl
c5717d98db
Implement the other light modes and fix dynamic lights being calculated twice(!)
2019-12-15 20:05:13 +01:00
Magnus Norddahl
b44c40a63d
Implement EFF_FOGBOUNDARY
2019-12-15 17:33:49 +01:00
Magnus Norddahl
0fd964ec4f
Fix compile error
2019-12-15 17:32:12 +01:00
Magnus Norddahl
a4ca7cfb8d
Merge branch 'master' of https://github.com/coelckers/gzdoom
2019-12-15 17:14:34 +01:00
Magnus Norddahl
5632c80ab2
Split softpoly into more files
2019-12-15 17:14:23 +01:00
Christoph Oelckers
71d7013255
- better validation checks for CSV-based string files.
2019-12-15 16:42:24 +01:00
David Carlier
e0fb9a45e2
Marking final class to suppress build warning with clang.
2019-12-12 23:26:32 +01:00
alexey.lysiuk
c3ede69d16
- fixed linked sound resolving
...
Hash indices and sound ids were used interchangeably but they are different entities
https://forum.zdoom.org/viewtopic.php?t=66618
2019-12-12 17:37:10 +01:00
alexey.lysiuk
1a19dbb52f
- added 'damageonland' property to terrain definition
...
This property helps to replicate vanilla Hexen behavior of damaging player right after touching lava floor
https://forum.zdoom.org/viewtopic.php?t=66512
2019-12-12 15:14:30 +01:00
Christoph Oelckers
bf8305062a
- do not allow summon CCMD to spawn abstract classes
2019-12-12 02:13:19 +01:00
Christoph Oelckers
165d9951aa
- made the sound resolving a virtual method
...
This way the player sounds can be done in the proper place without infesting the core.
2019-12-12 01:31:41 +01:00
Fabian Greffrath
cc7807bb10
do not expect user input if stdin is redirected
...
If GZDoom is built on a POSIX system without the GTK frontend and not
run from a KDE session, an IWAD picker is presented on the terminal
and expects the user to select a game wad. However, if stdin is
redirected, this won't work, so start with the default IWAD instead.
2019-12-11 08:16:08 +02:00
alexey.lysiuk
194dd3e4cf
- fixed debugger visualization for FSoundID
2019-12-10 16:38:37 +02:00
alexey.lysiuk
3cb571c1d5
- rewrote test for occupied sound channel without special types
...
https://forum.zdoom.org/viewtopic.php?t=66613
2019-12-10 13:36:05 +02:00
alexey.lysiuk
f050a23541
- restored stopping of channel by new sound
...
If source actor/sector/polyobject is playing something on the selected channel, stop it before playing a new sound
https://forum.zdoom.org/viewtopic.php?t=66613
2019-12-10 11:40:32 +02:00
Magnus Norddahl
ab4c792201
Merge branch 'master' of https://github.com/coelckers/gzdoom
2019-12-10 00:44:53 +01:00
Magnus Norddahl
49af4a4b35
- fix line backside textures mirrored
2019-12-10 00:44:40 +01:00
Braden Obrzut
5a578ba1ae
Fixed: GetClientWidth and GetClientHeight were still using SDL_Surface which on some systems would allocate an SDL_Renderer automatically.
2019-12-09 18:39:36 -05:00
Magnus Norddahl
bf68f1a851
Change SDL renderer creation error to a fatal one and also include why SDL failed the call
2019-12-09 23:33:22 +01:00
alexey.lysiuk
5e35077364
- remove redundant call to SoundRenderer::UpdateSounds()
...
At that point SoundEngine::StopAllChannels() did this already
2019-12-09 16:09:07 +02:00
alexey.lysiuk
5966391108
- moved sound engine cleanup calls to own function
...
https://forum.zdoom.org/viewtopic.php?t=66605#p1127457
2019-12-09 16:06:41 +02:00
alexey.lysiuk
430a6f3247
- fixed crash when exiting before sound engine initialization
...
https://forum.zdoom.org/viewtopic.php?t=66605
2019-12-09 15:43:01 +02:00
alexey.lysiuk
47305a740f
- removed redundant call to S_StopAllChannels()
...
It's the first thing that S_ClearSoundData() does anyway
2019-12-09 15:40:40 +02:00
Braden Obrzut
4ae2e12cbf
Convert SDL_Surface code to SDL_Renderer
2019-12-08 21:31:16 -05:00
Magnus Norddahl
61036dfdca
Fix include error
2019-12-09 03:10:37 +01:00
Christoph Oelckers
298e29ffcc
Merge branch 'soundsource_refactor'
2019-12-08 22:19:51 +01:00
Christoph Oelckers
6725cfcca5
- cleaned the includes of the sound backend code of unwanted content.
...
Also simplified the sound init decision making. With FMod gone there is no reason to be pedantic here. Even the check of snd_backend for the Null device could be omitted here, its only realistic use is '-nosound'.
2019-12-08 22:17:19 +01:00
Christoph Oelckers
83349bee1b
- separated reverb data and reverb editor.
...
Again, isolating the part that is game independent from parts that are specific to GZDoom.
2019-12-08 21:45:45 +01:00
Christoph Oelckers
b9582cc98e
- continued refactoring on sound code.
...
The game independent part of the code has been mostly isolated.
2019-12-08 21:22:53 +01:00
Magnus Norddahl
2052a6db53
Simplify code slightly
2019-12-08 18:27:26 +01:00
Magnus Norddahl
1e239ba4bb
SSE for the blend functions
2019-12-08 18:20:50 +01:00
Magnus Norddahl
819c675c3d
Fix typo
2019-12-08 16:40:14 +01:00
Magnus Norddahl
0b9e4e1f3d
Oops, shifting using a SSE register apparently requires AVX2
2019-12-08 16:29:14 +01:00
Magnus Norddahl
6c65c25303
Create specific blend functions for the common legacy render styles
2019-12-08 16:06:42 +01:00
Magnus Norddahl
42720f87cc
Select fragment shader once per triangle
2019-12-08 14:52:12 +01:00
Magnus Norddahl
f7ae955e6a
Select blend function once per triangle
2019-12-08 14:42:20 +01:00
Magnus Norddahl
73c62c5404
Minor code simplification
2019-12-08 13:57:40 +01:00
Magnus Norddahl
aa44fa7c77
Create SSE2 version of BlendColor
2019-12-08 13:55:28 +01:00
Christoph Oelckers
fd181f469d
- reduced the dependency of the sound system on game state.
...
Many of the simple wrappers have been moved to a separate file and the sound source handling has been abstracted.
This is only the first phase, the work is not complete yet.
Also changed the license of the sound code to BSD after verifying that this code bears no similarity to id's original sound code anymore, save for a few function names (which are due to be refactored out anyway.)
2019-12-08 13:28:52 +01:00
Christoph Oelckers
22e692e21c
- started separating the sound engine code from game dependent parts.
...
First step: Split the header. Todo: Abstract listener and sound source specifics out of the sound engine.
2019-12-08 10:07:26 +01:00
Magnus Norddahl
844b203971
Split the various stages of the fragment shader into functions
2019-12-08 03:18:05 +01:00
Magnus Norddahl
c97d02ae51
Alpha test must be performed before vcolor is applied
2019-12-08 02:39:42 +01:00
Magnus Norddahl
fdb93309fe
Fix render to texture
2019-12-08 01:39:17 +01:00
Magnus Norddahl
cef3fd53ab
Clamp vColor
2019-12-08 00:41:24 +01:00
Magnus Norddahl
f365f6f433
Fix depth test staying active when it shouldn't
2019-12-08 00:41:02 +01:00
Magnus Norddahl
310ef73aa8
Rename PolyTriangleDrawer to PolyCommandBuffer and make its interface look like one
2019-12-07 23:15:12 +01:00
Magnus Norddahl
bb64b178e1
Fix sky transition
2019-12-07 21:17:11 +01:00
Magnus Norddahl
90f5eee6c6
Add dynamic lights
2019-12-07 15:09:58 +01:00
alexey.lysiuk
372733da8c
- handle mirroring in MNTR sprite renaming
...
https://forum.zdoom.org/viewtopic.php?t=66583
2019-12-07 14:58:23 +02:00
alexey.lysiuk
e4587138bb
- added support for softpoly backend on macOS
...
Grabbed most of code from old Cocoa backend with separate code path for software rendering
2019-12-07 13:25:12 +02:00
Magnus Norddahl
75248cffd0
- fix decal color bug
2019-12-06 23:26:38 +01:00
Madame Rachelle
f3897e26f0
- allow to change acceleration type in SDL backend for softpoly
2019-12-06 14:38:25 -05:00
Magnus Norddahl
fd4fc45040
Move blend operator and alpha test flag out of the inner blend loop
2019-12-06 20:35:19 +01:00
Magnus Norddahl
aede0633bc
- fix bug where SSE wasn't actually really used at all
...
- improve precision of the SSE version of WriteW
- use SSE to calculate the texture wrapping
2019-12-06 18:51:41 +01:00
Rachael Alexanderson
edd7fe1e16
- migrate vid_enablevulkan to vid_preferbackend in config file
2019-12-06 12:05:52 -05:00
Rachael Alexanderson
eaab122076
Merge remote-tracking branch 'origin/polybackend'
2019-12-06 09:30:55 -05:00
alexey.lysiuk
ffe8aaa091
- updated xBRZ scaler to 1.8
...
Removed all C++17 features: std::clamp(), attribute [[likely]], terse static asserts, ...
https://sourceforge.net/projects/xbrz/files/xBRZ/xBRZ_1.8.zip/download
2019-12-06 13:18:43 +02:00
Magnus Norddahl
8075510289
Merge remote-tracking branch 'origin/master' into polybackend
2019-12-06 00:20:25 +01:00
Madame Rachelle
c646478aa0
- allow SDL to use OpenGL acceleration for polybackend
2019-12-05 18:27:46 -05:00
Magnus Norddahl
a7a899ca14
Fix null pointer crash
2019-12-06 00:19:51 +01:00
Magnus Norddahl
dd87619cc4
Merge remote-tracking branch 'origin/master' into polybackend
2019-12-05 21:19:20 +01:00
Magnus Norddahl
9b7db26a37
Fix the compile error on Windows
2019-12-05 21:18:11 +01:00
Magnus Norddahl
ab4f3ee0b1
Fix black border clears
2019-12-05 22:04:28 +01:00
Magnus Norddahl
e4bd2483e5
Implement SDL present functions
2019-12-05 21:26:01 +01:00
Chronos Ouroboros
b9367caa6f
Fixed the JIT's OP_VTBL check not checking if it's already at the start of the code.
2019-12-04 17:37:20 -03:00
Magnus Norddahl
0f6aec5e99
Some vid_preferbackend compile fixes
2019-12-02 20:12:27 +01:00
Magnus Norddahl
a9e6592feb
Switch to the D3DSWAPEFFECT_FLIPEX swap model
2019-12-02 20:05:13 +01:00
Magnus Norddahl
43139276d1
SSE2 version of wrap
2019-12-02 18:44:15 +01:00
Rachael Alexanderson
3269b61ffc
- change menu option for 'vid_preferbackend'
2019-12-02 09:43:06 -05:00
Magnus Norddahl
f501e1bb49
Fix texture binding bug
2019-12-02 01:48:59 +01:00
Magnus Norddahl
865b7a1a2c
Implement func_paletted shader
2019-12-02 01:28:35 +01:00
Magnus Norddahl
44c2223c2f
Draw 8-bit software renderer with polybackend (well, sort of!)
2019-12-02 01:07:28 +01:00
Magnus Norddahl
4a2b763aaa
Support 8-bit textures
2019-12-02 00:35:15 +01:00
Magnus Norddahl
74c6b9fe6d
Remove PolyDrawArgs
2019-12-02 00:21:42 +01:00
Magnus Norddahl
d2f4570337
Remove old polyargs
2019-12-02 00:01:04 +01:00
Magnus Norddahl
4a4b79194d
Remove/disable old swrenderer model rendering code
2019-12-01 23:37:43 +01:00
Magnus Norddahl
3059b8f5c8
Remove old softpoly drawer implementation
2019-12-01 23:23:25 +01:00
Rachael Alexanderson
f1e136487d
Merge branch 'polybackend' of https://github.com/coelckers/gzdoom into polybackend
2019-12-01 16:06:54 -05:00
Rachael Alexanderson
bdc7329d32
- replace vid_enablevulkan with vid_preferbackend - disabled startup window selector for this (will replace when the startup screen changes are done)
2019-12-01 16:06:36 -05:00
Magnus Norddahl
8ca05fe30a
Implement crossfade
2019-12-01 22:05:10 +01:00
Magnus Norddahl
1b9479ea45
Implement burn.fp and second texture binding
2019-12-01 21:44:44 +01:00
Magnus Norddahl
2c751d214f
Hook up some SSE2
2019-12-01 20:23:41 +01:00
Magnus Norddahl
4a25c9f69b
Merge remote-tracking branch 'origin/master' into polybackend
2019-12-01 20:09:19 +01:00
alexey.lysiuk
51c90f54a4
- fixed wrong display of Hexen AC for SBARINFO
...
Do not use BasicArmor's save percentage when no armor present
Applied change from 34c2c65bb6
to old status bar definitions
2019-12-01 10:30:06 +02:00
Christoph Oelckers
d420b0ab05
- fixed: AActor::Revive did not restore flags8.
2019-11-30 22:03:19 +01:00
ZZYZX
116d81cb9f
Normalize mouse events received by the modder through EventHandlers
2019-11-30 11:06:30 +02:00
alexey.lysiuk
33fb2a7856
- pass master volume to ZMusic library on startup
...
MIDI devices that don't output music through the sound system (like WinMM) ignored master volume setting
https://forum.zdoom.org/viewtopic.php?t=66510
2019-11-29 11:13:03 +02:00
alexey.lysiuk
628b2ef97f
- removed unused code from serializer
2019-11-27 12:30:09 +02:00
alexey.lysiuk
fdd17403e5
- added ability to force internal alternative HUD
...
Set hud_althud_forceinternal CVAR to disable unwanted HUD customizations
2019-11-26 15:45:18 +02:00
alexey.lysiuk
a7f2df4fef
- added ability to set custom alternative HUD
...
Use GAMEINFO key 'althudclass' to specify own class derived from AltHud
https://forum.zdoom.org/viewtopic.php?t=66422
2019-11-26 15:45:18 +02:00
Rachael Alexanderson
a3741abbf3
- add cvar 'cl_disableinvertedcolormap' - changes the invulnerability… ( #972 )
...
* - add cvar 'cl_disableinvertedcolormap' - changes the invulnerability sphere to instead be a regular desaturated colormap that transitions from deep blue to pale yellow
* - add menu option for cl_disableinvertedcolormap
* - added customization for invulnerability colormap
* - fixed custom colormap being calculated incorrectly
* - disable custom invulnerability map before the main game loop
2019-11-26 07:46:18 -05:00
alexey.lysiuk
20d3752fdd
- exported several Wads.GetLump...() methods to ZScript
...
* GetLumpName() returns 8-characters lump name
* GetLumpFullName() returns full name with path and extension
* GetLumpNamespace() returns lump's namespace
* GetNumLumps() returns total number of lumps
https://forum.zdoom.org/viewtopic.php?t=66285
2019-11-25 17:37:56 +02:00
Player701
db1359f98e
- Implemented scale parameter for BaseStatusBar::DrawString
2019-11-24 10:45:07 +01:00
Christoph Oelckers
354d5eb66e
- Renamed AlignedAlloc.
...
according to Travis error logs these AlignedAlloc lines were causing compile errors, presumably AlignedAlloc was defined to aligned_alloc, so better use different names.
2019-11-24 10:42:18 +01:00
Magnus Norddahl
bff22bbd81
- don't map the frame buffer memory every frame when doing software rendering
2019-11-23 12:09:05 +01:00
Magnus Norddahl
8abbd63427
Only allocate WallColumnDrawerArgs once per thread
2019-11-23 11:57:42 +01:00
alexey.lysiuk
c75233a842
- avoid name clashing with C11 function
...
src/rendering/swrenderer/r_memory.cpp:78:14: error: ‘void* aligned_alloc(size_t, size_t)’ was declared ‘extern’ and later ‘static’ [-fpermissive]
2019-11-23 11:17:34 +02:00
Magnus Norddahl
b7745aaa8b
Make absolutely sure allocated frame memory is always 16-byte aligned
2019-11-23 02:26:52 +01:00
Magnus Norddahl
bc37d8d601
Merge branch 'master' of https://github.com/coelckers/gzdoom
2019-11-23 02:25:58 +01:00
Magnus Norddahl
62b2039a75
Queue a full wall as one draw command
2019-11-23 02:25:42 +01:00
alexey.lysiuk
cf8c05c9c4
- fixed missing checks for function calls from DECORATE
...
State functions could call ZScript code with incompatible self pointer, e.g. weapon's function could be called with self pointed to player pawn
DECORATE scripts that contain such errors are no longer accepted
https://forum.zdoom.org/viewtopic.php?t=66429
2019-11-21 16:58:28 +02:00
Magnus Norddahl
310459b490
Remove dead code
2019-11-20 22:11:40 +01:00
Magnus Norddahl
2ac6be3510
- fix scale bug and remove some member variables
2019-11-20 22:06:15 +01:00
Magnus Norddahl
236b476933
- change ProjectedWallTexcoords to use gradients for its texture coordinate calculations
...
- change SpriteDrawerArgs to draw a full sprite instead of one column at a time
- add r_noaccel cvar to allow forced software rendering of the psprites (useful for debugging and also one person on the forum actually requested this feature)
- remove FWallTmapVals and calculate texture coordinates directly from FWallCoords
- move portal clipping out of the inner sprite drawing loop
2019-11-20 04:50:24 +01:00
Magnus Norddahl
1085287af1
Reverse the order of the functions in r_walldraw
2019-11-15 22:47:40 +01:00
Magnus Norddahl
16c2d9366d
Remove ProcessWallNP2 as NPOT textures are already handled elsewhere
2019-11-15 22:28:59 +01:00
Magnus Norddahl
9f9884d03c
- move decal light calculations into RenderDecal::RenderDecals
2019-11-15 06:06:11 +01:00
Magnus Norddahl
a478cf9a96
- support dynamic lights on translucent and 3d floor walls
2019-11-15 05:53:55 +01:00
Magnus Norddahl
7168466c28
Calculate all light in RenderWallPart
2019-11-15 05:45:52 +01:00
Magnus Norddahl
82855ab1fd
Calculate light closer to where it is used
2019-11-15 05:21:10 +01:00
Magnus Norddahl
3428b50924
Fix type typo
2019-11-15 03:46:21 +01:00
Magnus Norddahl
608895dae7
Fix fog boundary drawing for 3d floors and add a few helper functions to RenderDrawSegment
2019-11-15 03:41:10 +01:00
Rachael Alexanderson
4d66e9a8bb
- remove SetLineSideRefs - this actually cannot be exported right now, due to the fact that both sides and lines have backreferences to themselves and their ancestry, and that linedefs have forward references to the sectors on their respective sides.
...
- made FlipLineSideRefs native, due to the SetLineSideRefs removal
- fixed a bug with FlipLineSideRefs that rendered upper and lower textures incorrectly due to incorrect sector references
- FlipLineSideRefs now should only work on single-sided lines
2019-11-14 14:32:20 -05:00
Rachael Alexanderson
b0751db552
- add native SetLineSideRefs(line, side1idx, side2idx)
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- add scripted FlipLineSideRefs(line)
2019-11-14 09:20:16 -05:00
Magnus Norddahl
642cd2b160
Fix 3d floor rendering bug
2019-11-14 02:28:53 +01:00
PaulyB
a74be69371
Added 'NoKeyboardCheats' option to IWADINFO
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This is useful for IWADs that do not want to use the hardcoded engine cheats. This can still be overriden with the 'allcheats' CVAR
2019-11-13 17:34:42 +01:00
Rachael Alexanderson
26dd900b3e
- cl_blockcheats added to 'nocheat' check
2019-11-13 04:45:57 -05:00
Magnus Norddahl
88848f1d59
Add some helpers on DrawSegmentClipInfo
2019-11-13 04:17:46 +01:00
Christoph Oelckers
5cc75af295
- changed secret message handling so that the debug output of the sector number is only printed to the console but not the centered message.
2019-11-12 23:39:05 +01:00
Magnus Norddahl
72bba914ce
Move drawseg clipping variables to DrawSegmentClipInfo
2019-11-12 19:46:45 +01:00
Magnus Norddahl
879fae7cd0
Also calculate wallsprite and decal texture coordinates in ProjectedWallTexcoords
2019-11-12 18:44:17 +01:00
Rachael Alexanderson
37fdf14422
- add calc indices before running level postprocessor
2019-11-12 09:46:14 -05:00
Rachael Alexanderson
21a74dfb13
- new zscript function 'SetLineVertexes(line, v1, v2)'
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- scriptify 'FlipLine' completely using new function, remove native version
2019-11-12 08:08:35 -05:00
3saster
a4b6a8f093
Added 'nocheats' CVAR ( #969 )
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This CVAR disables all classic cheats (i.e. keyboard cheats). This prevents keypresses from being eaten due to attempting to read cheats
2019-11-12 07:29:16 -05:00
Magnus Norddahl
fa3e5e34a8
Move all ProjectedWallTexcoords calculations to that class
2019-11-12 02:22:30 +01:00
Magnus Norddahl
e388abbb77
Clarify that 'fake wall' means a 3d floor wall
2019-11-11 23:41:14 +01:00
Magnus Norddahl
fec280a5fc
Remove the sprite drawer from wall drawing
2019-11-11 05:37:02 +01:00
Magnus Norddahl
3944ee5b67
- Calculate drawseg texture coordinates in r_line
2019-11-11 04:10:08 +01:00
Magnus Norddahl
6410bc81cc
- merge top/mid/bottom texture coordinate calculations
2019-11-11 03:19:00 +01:00
Christoph Oelckers
81753e5ffb
- moved the level postprocessor to its own source file.
2019-11-10 21:28:01 +01:00
Rachael Alexanderson
57eb1a82d6
- oops - add rangecheck to 'FlipLine'
2019-11-10 10:01:17 -05:00
Rachael Alexanderson
1098a13fdb
- add 'FlipLine' to 'LevelPostProcessor'
2019-11-10 09:04:30 -05:00
alexey.lysiuk
82c248854d
- extended level post-processing with special string arguments
2019-11-10 11:37:02 +02:00
alexey.lysiuk
00ff4083d2
- extended level post-processing with thing IDs
2019-11-10 11:37:02 +02:00
alexey.lysiuk
098b1c5973
- level post-processor cleanup
2019-11-10 11:37:02 +02:00
alexey.lysiuk
c5237ce58f
- level post-processor can now add new things
2019-11-10 11:37:02 +02:00
alexey.lysiuk
1e29444152
- extended level post-processing with specials and arguments
2019-11-10 11:37:02 +02:00
alexey.lysiuk
79880b2bd9
- extended level post-processing with editor numbers and angles
2019-11-10 11:37:02 +02:00
alexey.lysiuk
a2a50f34d5
- added things related getters to level post-processing
...
New functions cover existing interface only
Unsigned integers are now used instead signed for indices and bitfields
2019-11-10 11:37:02 +02:00
alexey.lysiuk
59bdebb20a
- added generic level post-processing script class
...
It was extracted from LevelCompatibility class, and native code was moved accordingly
2019-11-10 11:37:02 +02:00
alexey.lysiuk
6ad965abb5
- improved handling of return value mismatches
...
Prohibit returning more values than declared in function
The exception is a void function returning one value, but only for compatibility with old scripts
https://forum.zdoom.org/viewtopic.php?t=66341
2019-11-10 11:14:08 +02:00
Player701
8c05816378
- Fixed erroneous "Return type mismatch error" when returning value of derived type
2019-11-10 09:58:25 +02:00
Magnus Norddahl
48d0ebab58
Convert some variables to be function local
2019-11-09 05:29:14 +01:00
Magnus Norddahl
b40ffb1d64
Move more texture coordinate variables into ProjectedWallTexcoords
2019-11-09 04:45:39 +01:00
Magnus Norddahl
5c21a6c973
Remove the ProjectedWallTexcoords arrays
2019-11-09 03:16:48 +01:00
Magnus Norddahl
370c185415
Mark FWallTmapVals members as private and make FWallTmapVals part of wallsetup
2019-11-09 02:41:37 +01:00
Magnus Norddahl
7fae5ea905
Remove unused code
2019-11-09 00:07:33 +01:00
Magnus Norddahl
62ec165d28
Further isolate texture coordinate calculations to r_wallsetup
2019-11-08 03:46:07 +01:00
Chronos Ouroboros
c64fafc490
Merge pull request #701 from Doom2fan/DirectNativeShape2D
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Added direct-native versions of the Shape2D API.
2019-11-07 18:49:53 -03:00
Rachael Alexanderson
20e61ead49
- add Vulkan to the startup box in Windows
2019-11-05 08:57:50 -05:00
alexey.lysiuk
fd5e8d6e7b
- fixed source lump assignment for multipatch textures
...
It was impossible to detect a WAD that contains a multipatch texture
https://forum.zdoom.org/viewtopic.php?t=66299
2019-11-05 14:47:13 +02:00
Chronos Ouroboros
583d8faf5c
Fixed mixins.
2019-11-04 18:31:31 -03:00
Christoph Oelckers
2ae3f6d326
- fixed bad variable name for lump filter
2019-11-04 00:08:06 +01:00
alexey.lysiuk
be8009d9ca
- fixed: IfGame else branch was ignored in MENUDEF
...
https://forum.zdoom.org/viewtopic.php?t=66282
2019-11-03 16:56:24 +02:00
Christoph Oelckers
077d4e08bb
- fixed: lump filters without any dot in the name did not work.
2019-11-03 15:53:41 +01:00
Rachael Alexanderson
e55a935220
- implement ccmd 'togglehud' for taking screenshots
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- it disables most 2D drawing in order to favor a fullscreen output view for screenshot taking
- enabling the console or any menu should cancel it
- it does use several CVARs but their state should be restored when this mode is canceled
2019-11-03 03:51:22 -05:00
drfrag
bd90a768f5
- Fixed stretching for 256 and 240 pixels tall skies in software.
2019-11-02 22:57:31 +01:00
Chronos Ouroboros
af17864968
Fixed a bug in the flagdef processing code.
2019-11-01 18:38:19 -03:00
Chronos Ouroboros
e63b6d494a
Added mixins for classes.
2019-11-01 18:34:52 -03:00
alexey.lysiuk
4c7c1138aa
- adjusted collision detection for item pickups
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Use vanilla condition for a thing with MF_SPECIAL flag to fix inability to grab it when item's top is at the same height as sector's floor from it can be picked up
https://forum.zdoom.org/viewtopic.php?t=60181&start=88#p1122935
2019-10-31 12:07:50 +01:00
alexey.lysiuk
958b52d3aa
- fixed localization support for intermission texts
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https://forum.zdoom.org/viewtopic.php?t=66221
2019-10-27 10:43:09 +02:00
alexey.lysiuk
ae2f7dd892
- fixed radius attack that may inflict damage twice
...
https://forum.zdoom.org/viewtopic.php?t=66191
2019-10-27 09:34:13 +01:00
Christoph Oelckers
d54a7de284
- sort CVAR output in config alphabetically instead of randomly dumping them in their internal order.
2019-10-27 08:18:03 +01:00
Chronos Ouroboros
8f7e902875
Fixed ZScript's Screen.DrawLine using the wrong color when drawing pure black.
2019-10-26 13:42:24 -03:00
alexey.lysiuk
fb384c6b8d
- fixed usage of uninitialized object in BlockLinesIterator
...
DBlockLinesIterator::check was used by FMultiBlockLinesIterator before it was constructed
https://forum.zdoom.org/viewtopic.php?t=66224
2019-10-26 11:01:49 +03:00
alexey.lysiuk
dfecc1229f
- removed hardcoded width limit for screenshots
...
https://forum.zdoom.org/viewtopic.php?t=66204
2019-10-24 10:42:39 +03:00
Chronos Ouroboros
3071723a67
Fixed dynamic arrays as function arguments.
2019-10-23 18:38:41 -03:00
alexey.lysiuk
4ae16c27e2
- added Visual Studio debugger visualization for several types
2019-10-23 20:15:55 +02:00
alexey.lysiuk
94e7b6f3b5
- do not accept read-only variable as out argument
...
https://forum.zdoom.org/viewtopic.php?t=66179
2019-10-22 11:11:22 +03:00
alexey.lysiuk
9a727f6c2f
- fixed variable's stack offset for implicit dynarray clearing
...
https://forum.zdoom.org/viewtopic.php?t=66187
https://forum.zdoom.org/viewtopic.php?t=66189
https://forum.zdoom.org/viewtopic.php?t=66198
2019-10-22 10:40:45 +03:00
Chronos Ouroboros
4fa6678fc5
Fixed Vector2/3 out parameters in the ZScript compiler.
2019-10-21 16:30:05 -03:00
alexey.lysiuk
994960627b
- added explicit clearing of global VM stask
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When exception is thrown from JITed code, VM stask isn't cleared during unwinding
It needs to be clear explicitly to avoid memory leaks and references to destructed objects on shutdown
https://forum.zdoom.org/viewtopic.php?t=66172
2019-10-21 15:54:13 +03:00
Rachael Alexanderson
ed337b3ecc
- fixed: Made "Col2RGB8_2" a global variable, since "Col2RGB8_LessPrecision[]" references it by pointer.
2019-10-21 08:45:48 -04:00
Rachael Alexanderson
d20601d65e
- fixed: made Col2RGB8_2[]
in BuildTransTable()
static, the array was originally designed to be used in the global in scope but when it was moved to be local it did not init properly, causing transparency issues in the software renderer.
2019-10-21 05:32:58 -04:00
Christoph Oelckers
777798ede4
- fixed GetLineX/GetLineY ACS implementation
2019-10-20 14:32:11 +02:00
Christoph Oelckers
8b10d231cd
- when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
2019-10-20 14:02:28 +02:00
Christoph Oelckers
19c7e24d69
- fixed: MF8_RECREATELIGHTS must be processed in pause mode as well.
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When issuing a netevent from the console the game is in pause mode, and if this removes a light it would have crashed the game.
2019-10-20 12:55:24 +02:00
alexey.lysiuk
ce8b235d0b
- implicitly clear local dynamic arrays
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https://forum.zdoom.org/viewtopic.php?t=62710
2019-10-20 12:20:18 +02:00
alexey.lysiuk
5a6d8035d0
- added access check for state functions
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Private functions cannot be called from derived classes anymore
https://forum.zdoom.org/viewtopic.php?t=66158
2019-10-19 14:50:36 +02:00
Chronos Ouroboros
1a67899bba
Added direct-native versions of the Shape2D linear transform API.
2019-10-19 05:25:31 -03:00
Chronos Ouroboros
f45ade151a
Added direct-native versions of the Shape2D API.
2019-10-19 04:41:57 -03:00
alexey.lysiuk
c3dc8ea837
- fixed selection of system MIDI device on startup
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https://forum.zdoom.org/viewtopic.php?t=66150
2019-10-18 15:22:58 +03:00
Christoph Oelckers
f7f51e1964
- fixed: The dynamic lights must be initialized before the first frame is ticked.
...
Otherwise they only show up after the first frame.
2019-10-17 00:11:38 +02:00
alexey.lysiuk
c45e8b32d0
- fallback to console font in case of missing small font
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https://forum.zdoom.org/viewtopic.php?t=66102
2019-10-16 09:46:23 +02:00
alexey.lysiuk
d44d91d6a4
- fixed compilation of Cocoa backend with 10.9 SDK
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src/posix/cocoa/i_video.mm:68:31: error: property 'delegate' not found on object of type 'id'
src/posix/cocoa/st_console.mm:464:37: error: property 'delegate' not found on object of type 'id'
2019-10-15 22:31:02 +03:00
Major Cooke
d0a256b51c
Fixed CheckBossDeath not checking for actor replacements.
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- A_BossDeath relies upon this function in particular.
- This completes CheckReplacee's purpose, allowing for varied actors to count as one particular actor, such as a Fatso for map07 and avoid lowering the walls until they are all dead.
2019-10-15 20:44:21 +02:00
Christoph Oelckers
e166563ac9
- removed redundant resource reading.
2019-10-15 18:46:53 +02:00
Christoph Oelckers
4d8f0fc014
- fixed: ZMusic_Close may not lock the mutex because it will delete it.
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Here the calling code must ensure that the music object won't be accessible anymore before it gets deleted.
2019-10-15 01:16:02 +02:00
Christoph Oelckers
dc32c2148a
- ZMusic interface refactoring.
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Use global functions instead of the class interface which exposed too many implementation details.
2019-10-15 00:23:03 +02:00
alexey.lysiuk
30f2ac1e89
- fixed crash with DMSS_INFLICTORDMGTYPE flag and no inflictor
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https://forum.zdoom.org/viewtopic.php?t=66110
2019-10-14 13:01:13 +03:00
alexey.lysiuk
29e3222fb3
- updated Cocoa backend to follow single exit point workflow
2019-10-12 14:44:13 +03:00
alexey.lysiuk
bb5ca2ce39
- deleted leftovers of exit refactoring
2019-10-12 12:43:49 +03:00
alexey.lysiuk
b40e0ae38d
- made GL nodes loader more resilient to broken data
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https://forum.zdoom.org/viewtopic.php?t=66086
2019-10-12 12:41:14 +03:00
alexey.lysiuk
b68a9ebef5
- cleanup SDL fatal error reporting
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Output error text to terminal if SDL message box cannot be shown
Removed wrong "No IWAD found" message
2019-10-11 12:03:23 +03:00
alexey.lysiuk
279b327c6c
- fixed potential crashes in Linux crash reporter
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Do not access various global objects at early stage of initialization and late stage of shutdown
2019-10-11 12:01:36 +03:00
alexey.lysiuk
08a66abde9
- call SDL_Quit() from main() instead of atexit()
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This should help with crash reporting during SDL shutdown
2019-10-11 11:56:38 +03:00
drfrag
525d678219
- Fixed capped tall skies not working (Heretic and Hexen).
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- Fixed sky stretching for the new freelook limit.
2019-10-09 15:08:39 -04:00
alexey.lysiuk
bfa8e25100
- fixed crash on exiting from IWAD selector
...
https://forum.zdoom.org/viewtopic.php?t=66073
2019-10-09 15:05:20 +03:00
alexey.lysiuk
d3c50eadaa
- removed test code
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https://forum.zdoom.org/viewtopic.php?t=66065
2019-10-08 22:23:43 +03:00
alexey.lysiuk
d87170ed9e
- restored command line arguments initialization in SDL backend
2019-10-08 22:18:47 +03:00
alexey.lysiuk
f678b5d4d6
- fixed crash on closing fatal error window
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Framebuffer was accessed after its destruction
2019-10-08 12:39:45 +02:00
alexey.lysiuk
d87f7593b8
- fixed compilation of POSIX targets
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src/posix/cocoa/i_main.mm:152:2: error: use of undeclared identifier 'ShutdownJoysticks'
src/posix/sdl/i_system.cpp:128:3: error: ‘I_FatalError_Gtk’ was not declared in this scope
src/posix/sdl/st_start.cpp:329:8: error: ‘CExitEvent’ was not declared in this scope
2019-10-08 10:48:43 +03:00
Christoph Oelckers
523fd0bf3a
Revert "AsmJit update"
...
This reverts commit 747b3dfcfe
.
# Conflicts:
# libraries/asmjit/asmjit/core/compiler.h
This had to be reverted because it breaks exception handling which is a critical problem.
With the updated code any exception thrown inside code that had a JITed call stack would crash.
2019-10-07 20:34:55 +02:00
Christoph Oelckers
2e7af1338c
- the big cleanup of the exit cleanup is done!
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atterm is gone and only a few system-side functions use atexit.
All game side cleanup is performed in D_DoomMain now.
2019-10-07 20:28:55 +02:00
Christoph Oelckers
6f821a9198
- fixed compilation on Windows.
2019-10-07 18:59:18 +02:00
Christoph Oelckers
ff379e7c0c
replaced all 'exit's with an ExitEvent exception
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The main exits are initiated from code that cannot filter this back to D_DoomMain easily so the exception is the only way to get there.
The 3 main points of exit are:
* quit/exit CCMD
* quitting the menu through ST_Endoom
* receiving a quit message on the main window.
2019-10-07 01:24:51 +02:00
Christoph Oelckers
5d265d2d88
- don't exit from within a window proc.
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This should be handled by the message pump evaluating WM_QUIT which is how Windows suggests this to be done.
2019-10-07 01:11:53 +02:00
Christoph Oelckers
c95a07d2c4
- missed one exit.
2019-10-07 01:10:37 +02:00
Christoph Oelckers
0a611e1992
- refactored the exit calls out of the networking code
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These ones were particularly bad examples of misusing the exit handlers by temporarily installing one themselves and then calling exit to clean stuff up.
Now they just return an error code to D_DoomMain to perform a regular exit.
2019-10-07 00:55:14 +02:00
Christoph Oelckers
96006eb94f
- moved all exception handling out of the backends
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The main catch is now in D_DoomMain, only calling platform specific functions to handle the output for the error.
As a nice side effect, -norun can now be done without an exception, just by exiting D_DoomMain with a special exit code.
2019-10-07 00:37:56 +02:00
Christoph Oelckers
b5fa08bf15
- consolidated I_FatalError functions
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This also removes the handling from thr Posix backend and will not compile on non-Windows.
2019-10-07 00:20:07 +02:00
Christoph Oelckers
cd086ae1da
- consolidated the 3 I_Error implementations
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Debug output is now being handled by the respective interface functions, not by the Windows I_Error itself.
2019-10-07 00:01:12 +02:00
Christoph Oelckers
5a72e0bfb7
- added a new texture class using stb_image to read a more formats.
...
This implementation only reads GIF, BMP and PIC formats. No animated GIF support because stb_image does not handle that.
PNG, JPG and TGA are still being handled by the existing dedicated implementations.
PSD and HDR are impractical for reading texture data and thus are disabled.
PnM could be enabled, if its identification semantics were stronger. stb_image only checks the first two characters which simply would falsely identify several flats with the right colors in the first two bytes.
This is more or less a waste product of getting stb_image to work with something actually testable, so it is just provided as-is.
2019-10-06 08:37:23 +02:00