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
The format is
snd #<sound number>
inst <instance of that sound>:
voice <internal voice handle>,
ow <owner's sprite ID/-1> (this is the interesting part)
git-svn-id: https://svn.eduke32.com/eduke32@2441 1a8010ca-5511-0410-912e-c29ae57300e0
- make a couple variables static in sounds_mapster32.c
- KHz --> Hz in initialization text
git-svn-id: https://svn.eduke32.com/eduke32@2439 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
- Conditional disabling of the build for each architecture
- Conditional enabling of debug building
- Detection of the OS X version, disabling incompatible builds and establishing a minimum version
- Fail-safe assembly of fat binaries and the archive (each item is checked first)
- Lovely factored 'for' loops and parameter expansion
git-svn-id: https://svn.eduke32.com/eduke32@2437 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
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