Also embedded MIDI sequencer has been disabled too as it is not needed in GZDoom
I made that to allow easier updates of ADLMIDI into newer versions without of any future troubles and conflicts
Also embedded MIDI sequencer has been disabled too as it is not needed in GZDoom
I made that to allow easier updates of ADLMIDI into newer versions without of any future troubles and conflicts
There is now a separate MIDI player options menu which is a list of submenus, one for each player (except for OPNMIDI which does not have any options yet.
src/v_video.h:56:6: error: ISO C++ forbids forward references to 'enum' types
src/v_video.h:342:17: error: field has incomplete type 'FTextureFormat'
src/v_video.h:344:47: error: variable has incomplete type 'FTextureFormat'
These cannot be done with the regular textures so there needs to be an option to create more than one native texture per FTexture. For completeness' sake there is also the option now to create a paletted version of a texture if the regular one is true color. This fixes a long standing problem that translations were not applied to non-paletted textures.
Aside from PCX 4 bit, uncompressed PCX and TGA grayscale for which I was unable to obtain test images, all others now produce proper textures in both 8 and 32 bit mode.
The old logic used a translation table that does not work with color images, it was designed to handle 8 bit grayscale images.
So now, it creates a true color buffer and then turns it into a texture with R,G,B = 255 and the alpha channel set to the grayscale value.
This was also the reason why crosshairs made from 32 bit PNGs did not show correctly.
* Instead of using the red channel it now uses the grayscale value. While slower in a few situations, it is also more precise and makes the feature more useful.
* For paletted textures do not use the index as alpha anymore but the actual grayscaled color. This is again to make the feature more consistent and useful.
* To compensate for the above there is now a list of hashes for known alpha textures in patch format, so that they don't get broken.
* IMGZ is now considered a grayscale format. There's only two known textures that use IMGZ for something else than crosshairs and those are explicitly handled.
* several smaller fixes.
* the actual color conversion functions for paletted output are now consolidated in a small number of inlines so that future changes are easier to do.
Note: This hasn't been tested yet and will need further changes in the hardware rendering code. As it is it is not production-ready.