GCC/Clang reported these warnings:
src/textures/jpegtexture.cpp:305:29: warning: data argument not used by format string [-Wformat-extra-args]
src/textures/jpegtexture.cpp:388:28: warning: data argument not used by format string [-Wformat-extra-args]
src/textures/jpegtexture.cpp:432:29: warning: data argument not used by format string [-Wformat-extra-args]
src/textures/jpegtexture.cpp:481:28: warning: data argument not used by format string [-Wformat-extra-args]
Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel.
Handling of the alPh chunk has been removed as a result as it in no longer needed.
Even though unlikely, this should work as a regular texture because it can be used as such.
As a result of the above, true color generation needs to be done explicitly now.
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.
This was implemented in a way that made it entirely impossible to load Build resources and make them usable for modding.
ZDoom had Build texture support for many years but the limitations the palette handling imposed made it impossible to use them.
It wasn't usable for anything more than to load Build maps and have them display properly - a feature that had to be removed because it was irreparably broken already.
With the forced palette override out of the way it should now be possible to implement loading of Build ART files as actually usable resources.
- a bit of header cleanup.
* moved <zlib.h> and <bzlib.h> from files.h to files_decompress.cpp because they are no longer needed for defining the interface.
* added <functional> to the precompiled header
This should be dealt with at the source, not one level up, so that it also works properly if the GetReader function of the ResourceFile object is called directly and not through the resource manager.