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.
Most of those which still rely on ZDoom's own definition should be gone, unfortunately the code in files that include Windows headers is a gigantic mess with DWORDs being longs there intead of ints, so this needs to be done with care. DWORD should only remain where the Windows type is actually wanted.
- for explicitly defined glows, use the one for the current animation frame, if an animated texture is active. For default glows it will still use the base texture's to avoid inconsistencies.
This fixes an issue with DUMP 2 which looked for patches of the same name as the texture currently being defined and where the patches had the same use type as the composite texture. The function as implemented would only find the newly added composite and print an error.
If done earlier they will not be able to detect overrides of sprites and graphics which are not part of the PATCHES lump. There was some fudging code to work around this problem but it was only partially working.
Now these textures only collect the texture name and use type during setup and resolve them after all textures have been created.