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
The apparent horizon (in units proportional to pixels by a constant factor)
was being calculated without normalizing to viewingrange, resulting a
discrepancy between the drawn and actual up/down angle with non-default
viewingranges (e.g. with r_usenewaspect=1, or when setting it from setaspect).
This also means that the center-of-aim will now be the same regardless of
the aspect.
This fixes many derived bugs:
* inconsistency w/ crosshair when shooting a gun and aiming up/down (obviously)
* bugs resulting from being able to look up/down too far (garbage non-slope
texture-mapping and viewing BIGORBIT skies above the borders in classic).
Note: mods that had workaround logic for this bug will have to remove it...
git-svn-id: https://svn.eduke32.com/eduke32@2414 1a8010ca-5511-0410-912e-c29ae57300e0
added: sector extra; viewingrange and yxaspect before the main drawrooms call
removed: randomseed
git-svn-id: https://svn.eduke32.com/eduke32@2413 1a8010ca-5511-0410-912e-c29ae57300e0
This has no measureable difference. Oh well, maybe it benefits weaker
machines, since the generated loop code should definitely be prettier.
git-svn-id: https://svn.eduke32.com/eduke32@2408 1a8010ca-5511-0410-912e-c29ae57300e0
This doesn't give much, maybe 0.5 fps more, probably because the
loop body is pretty long.
git-svn-id: https://svn.eduke32.com/eduke32@2406 1a8010ca-5511-0410-912e-c29ae57300e0
Affected functions: hlineasm4, vlineasm1, mvlineasm1, tvlineasm1.
Optimizations:
- declare all used variables as possibly const-qualified locals in each
function. This removes unnecessary loads from memory in the loops.
- rewrite "for (; cnt>=0; cnt--) {...}" to "cnt++; do {...} while (--cnt);"
in the three last ones (yes, these function iterate cnt+1 times). This
makes them functionally equivalent to the asm versions (madness ensues for
cnt < 0) and allows the compiler to remove one 'test' instruction at the
end of each loop.
- in the translucence function, replace addition by ORing
Observations (system: Core2 Duo Linux x86_64):
With a 1680x1050 window fully covered by the respective type of wall (simple,
masked, trans. masked), fps increases by 3-4 from the baseline of approx. 60.
git-svn-id: https://svn.eduke32.com/eduke32@2405 1a8010ca-5511-0410-912e-c29ae57300e0
- remove the objects too on 'clean'
- fix warning with 'transpal' on x64
(generates translucency and shade tables)
git-svn-id: https://svn.eduke32.com/eduke32@2404 1a8010ca-5511-0410-912e-c29ae57300e0
- print compilation status for building the final executable
- add 'cleanutils' target in build/Makefile
- don't link against pthread, seems unnecessary
- don't build nedmalloc.o when not requested in Makefile.common
git-svn-id: https://svn.eduke32.com/eduke32@2403 1a8010ca-5511-0410-912e-c29ae57300e0
- Exclude "Apple/lib" rather than "Apple" so that required files are not left out of the tarball.
- Add one to $lastrevision before generating the ChangeLog so that it only includes what is new to an update.
osxbuild.sh:
- Add stronger detection of the SVN revision by adding support for 1.7 (no longer relying on an ".svn" directory) and having a specific fallback in case the build location is neither svn nor git.
- Echo the SVN revision to source/rev.h before the build processes and revert it afterwards.
git-svn-id: https://svn.eduke32.com/eduke32@2402 1a8010ca-5511-0410-912e-c29ae57300e0
It needs to have the sound quality box removed and the Game directory box added, possibly among other things.
git-svn-id: https://svn.eduke32.com/eduke32@2396 1a8010ca-5511-0410-912e-c29ae57300e0
The replacement of atoi with strtol in r2374 had the side-effect that numbers
out of the range of a 32-bit integer were being returned as LONG_MAX/LONG_MIN
instead of being converted by taking the bits and re-interpreting them (note
that it was a coincidence that atoi behaved that way; to be strict, the
behavior was undefined and there is no regression).
Now, we implement parsing decimal integers using strtoll (with assuming
"long long" being the same as int64_t) and check in which range the number
falls. If it's in the range (INT32_MAX <= x <= UINT32_MAX), issue a warning;
if it's not in (INT32_MIN <= x <= UINT32_MAX), warn too (though this better
ought to be an error?). In each case, the bit representation is converted to
the CON number type (int32 to assume maximum portability) by re-interpreting
the bits [this is the same as an int/int cast, with GCC at least; more
generally, it's implementation-defined per C99].
git-svn-id: https://svn.eduke32.com/eduke32@2392 1a8010ca-5511-0410-912e-c29ae57300e0
(Classic renderer). We don't need 64-bit integers; also use the nice
asm version of divscale32() if possible.
git-svn-id: https://svn.eduke32.com/eduke32@2390 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes mirrors consisting of more than one walls not drawing when the
first assigned mirror wall breaks. It still does not let you have more
than one mirror (i.e. mirror sectors) showing up at the same time in
the scene. Affects classic and Polymost only.
git-svn-id: https://svn.eduke32.com/eduke32@2387 1a8010ca-5511-0410-912e-c29ae57300e0
* update Windows icons to include 64x64, 128x128, and 256x256 sizes
* add "orange_icon.ico" (unused; classic orange color of logo)
* remove unused 32x32 "build_icon.bmp" file
git-svn-id: https://svn.eduke32.com/eduke32@2382 1a8010ca-5511-0410-912e-c29ae57300e0
This was causing oob sector accesses with code like this:
getwall[hitwall].nextsector temp
ifvarvare sector[temp].floorz sector[temp].ceilingz setvar tempb 1
(from DT's HYPERCORE).
Also validate quote indices passed to CON's quote and userquote commands at
runtime.
git-svn-id: https://svn.eduke32.com/eduke32@2381 1a8010ca-5511-0410-912e-c29ae57300e0
Such game text was shown starting from about the center of the screen.
The reason for the bug was this code:
t += 1 + isdigit(*(t+2));
The sequence points here are at the beginning and end of this assignment
expression, and the updating of t may happen anywhere between these (C99
6.5.16 #3). Please don't write such code. When in doubt, and assignment
and reference to the same object should be split!
git-svn-id: https://svn.eduke32.com/eduke32@2380 1a8010ca-5511-0410-912e-c29ae57300e0
This plays more nicely with automatic formatters. Also indent accordingly.
git-svn-id: https://svn.eduke32.com/eduke32@2379 1a8010ca-5511-0410-912e-c29ae57300e0
Because: 1) It used to be like this; 2) guard against bad CON input.
git-svn-id: https://svn.eduke32.com/eduke32@2378 1a8010ca-5511-0410-912e-c29ae57300e0