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7e169eb76f
Until now each subclass of FTexture had to implement the entire span generation itself, presumably so that a few classes can use simpler structures. This does not work if a texture can have more than one pixel buffer as is needed for alpha textures. Even though it means that some classes will allocate more data now, it's the only way to do it properly. In addition this removes a significant amount of mostly redundant code from the texture classes. - added alpha texture processing to all converted classes As of now this is not active and not tested. Note that as part of the conversion even those textures that were working as alphatextures will not look correct until the higher level code gets adjusted. |
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bzip2 | ||
cmake | ||
docs | ||
dumb | ||
game-music-emu | ||
gdtoa | ||
jpeg-6b | ||
lzma | ||
soundfont | ||
specs | ||
src | ||
tools | ||
wadsrc | ||
wadsrc_bm | ||
wadsrc_extra | ||
wadsrc_lights | ||
zlib | ||
.appveyor.yml | ||
.gitattributes | ||
.gitignore | ||
.travis.yml | ||
CMakeLists.txt | ||
README.md |
Welcome to GZDoom!
GZDoom is a modder-friendly OpenGL source port based on the DOOM engine
Copyright (c) 1998-2018 ZDoom + GZDoom teams, and contributors
Doom Source (c) 1997 id Software, Raven Software, and contributors
Please see license files for individual contributor licenses
Special thanks to Coraline of the 3DGE team for allowing us to use her README.md as a template for this one.
Licensed under the GPL v3 (or greater)
https://www.gnu.org/licenses/quick-guide-gplv3.en.html
How to build GZDoom
To build GZDoom, please see the wiki and see the "Programmer's Corner" on the bottom-right corner of the page to build for your platform.