Gives a couple more fps for scenes where much screen estate is covered by
stuff, like when holding the devastator.
git-svn-id: https://svn.eduke32.com/eduke32@2499 1a8010ca-5511-0410-912e-c29ae57300e0
With the same setup as before, a screen-filling translucent wall (with nothing
drawn behind it) renders at about 7 fps faster (from 60-something fps initially)
git-svn-id: https://svn.eduke32.com/eduke32@2498 1a8010ca-5511-0410-912e-c29ae57300e0
These two functions draw a vertical line 4 neighboring pixels at a time.
This gives a significant speed boost for a full screen solid and masked wall
scene for x86_64 (where we have plenty of registers), about 60 --> 76 fps.
git-svn-id: https://svn.eduke32.com/eduke32@2497 1a8010ca-5511-0410-912e-c29ae57300e0
Also, a very minor change in the con/def module code. (int --> int32_t)
git-svn-id: https://svn.eduke32.com/eduke32@2495 1a8010ca-5511-0410-912e-c29ae57300e0
- Make all arguments explicit toggles (except for onlyzip).
- Disable PowerPC builds by default on Snow Leopard in addition to Lion.
- Enable Darwin 9 compatibility for all builds whenever PowerPC is enabled.
git-svn-id: https://svn.eduke32.com/eduke32@2487 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, if the sprite turned really out to be in void space, either freelist
inconsistency (before the list rewrite) or oob access (now) would happen.
Also add an bound-checking assert() for insertsprite's sectnum argument (it's not
a bound check!)
git-svn-id: https://svn.eduke32.com/eduke32@2480 1a8010ca-5511-0410-912e-c29ae57300e0
New engine variable 'int32_t Numsprites', not yet saved into savegames
or mapstates. (The capitalization is to distinguish it from the often-used
'numsprites' locals or structure member names.
In the editor, get rid of updatenumsprites().
git-svn-id: https://svn.eduke32.com/eduke32@2478 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, the lists starting at headspritestat[MAXSTATUS] and
headspritesect[MAXSECTORS] were both used as sprite freelists and were always
in complete synchrony. Now, make only the statnum list keep the free sprites.
This way, it has no CON compatibility implications because
headspritesect[MAXSECTORS] is inaccessible there. Leave the array at its
original size for now.
git-svn-id: https://svn.eduke32.com/eduke32@2477 1a8010ca-5511-0410-912e-c29ae57300e0
Makefiles: new features to facilitate above:
- buildtools: "make printutils" is a phony which simply lists all the tools
- $(EXESUFFIX_OVERRIDE)
git-svn-id: https://svn.eduke32.com/eduke32@2476 1a8010ca-5511-0410-912e-c29ae57300e0
The major outside-visible change is that this fixes the sound cutoff bugs that
happened because newly-spawned sprites took the place of those whose sounds
had not yet finished playing.
Besides, there are these changes:
- remove deletesprite{sect,stat}
- we have a new engine variable 'tailspritefree' that keeps track of the
sprite freelist tail
- we need to store it in savegames and mapstates, so bump the savegame
minor version
git-svn-id: https://svn.eduke32.com/eduke32@2470 1a8010ca-5511-0410-912e-c29ae57300e0
This is simply done by using the two list helper functions defined earlier
instead of a deletespriteX/insertspriteX pair.
git-svn-id: https://svn.eduke32.com/eduke32@2469 1a8010ca-5511-0410-912e-c29ae57300e0
Factor out two helper functions, do_deletesprite{sect,stat}
and do_insertsprite_at_headof{sect,stat}.
git-svn-id: https://svn.eduke32.com/eduke32@2466 1a8010ca-5511-0410-912e-c29ae57300e0
These operations aren't executed THAT often to warrant exposing four internal
functions. Besides, I'll be hacking on them and need everything laid out
cleanly. Should somebody complain, they can go change them to __fastcall or
something.
git-svn-id: https://svn.eduke32.com/eduke32@2465 1a8010ca-5511-0410-912e-c29ae57300e0
In changesprite{stat,sect}, don't check for deletesprite{stat,sect} failure,
because the only way it can fail was already checked for above. So, this is
essentially dead code elimination.
git-svn-id: https://svn.eduke32.com/eduke32@2462 1a8010ca-5511-0410-912e-c29ae57300e0
- JFBuild ports: arttool, givedepth, and mkpalette
- All viable tools are now built when 'make utils' is invoked, not just some
- Revert "initprintf" hack of previous commit and replace it with "compat_tools.c"
- Move Bstrtolower from baselayer.c to compat.c
- Makefiles: Add start and finish messages for the tools
- Makefiles: To prevent "-Wimplicit" from being passed to the C++ compiler, create $(*CONLYFLAGS)
git-svn-id: https://svn.eduke32.com/eduke32@2458 1a8010ca-5511-0410-912e-c29ae57300e0
- Adding $(EXESUFFIX) where it belongs in the Makefile.
- Eliminating a call to initprintf() from compat.c. This may not be ideal.
git-svn-id: https://svn.eduke32.com/eduke32@2457 1a8010ca-5511-0410-912e-c29ae57300e0
- forgot a glogy --> logy in a-c.c
- comment out stretchhline and slopevlin2 in a.nasm, the former also in a-c.c
- make transmaskvline2 use a uintptr_t where appropriate
git-svn-id: https://svn.eduke32.com/eduke32@2448 1a8010ca-5511-0410-912e-c29ae57300e0
With VBOs enabled, the virtual pointer to the geometry of frame 0 of a model
is always NULL. This was confusing the polymer code responsible for deciding
whether to enable smooth animations or not, which meant that any animation
that would loop to frame 0 would do it as if animation interpolation was
disabled, which looks very choppy.
git-svn-id: https://svn.eduke32.com/eduke32@2443 1a8010ca-5511-0410-912e-c29ae57300e0
- make some variables static
- conditionally compile out some code with DEBUG_ALLOCACHE_AS_MALLOC
- exit(1) on failure (instead of exit(0))
- some formatting
git-svn-id: https://svn.eduke32.com/eduke32@2438 1a8010ca-5511-0410-912e-c29ae57300e0
Note: I'm not really sure whether I'm initializing it in the right places.
git-svn-id: https://svn.eduke32.com/eduke32@2429 1a8010ca-5511-0410-912e-c29ae57300e0
When drawing from inside the mirror, there may be no 'bunches' (BUILD lingo,
not TROR ones) collected, but following code used the first one unconditionally.
git-svn-id: https://svn.eduke32.com/eduke32@2427 1a8010ca-5511-0410-912e-c29ae57300e0
Hlines for masked and translucent masked ceiling/floor (sprites).
- apply the --> 'do { ... } while (--cnt)' transformation, making these
functions iterate cnt+1 times like the asm version. This also fixes an
off-by-one issue where sprites or masked ceilings/floors had a one-pixel
non-drawn line to the right.
- This time, only declare-as-local two 'extern' globals (asm1 and asm2).
It seems that I was too eager with "localing" all file-scoped vars earlier.
GCC is able to remove the loads from memory inside the loop by itself, whereas
clang is not. This is not trivial, since it has to prove that the 'screen'
pointer passed to the functions will never alias these globals.
git-svn-id: https://svn.eduke32.com/eduke32@2424 1a8010ca-5511-0410-912e-c29ae57300e0