Commit Graph

11 Commits

Author SHA1 Message Date
Christoph Oelckers 530a9944f7 - texture loader redone but not tested yet
Models are currently non-functional and need to reroute their texture handling to the global texture manager instead of handling everything themselves.

Voxels also need a bit of work to make their texture management more automated.
2019-10-18 11:37:07 +02:00
Christoph Oelckers 3da49ad20a - safety commit: all relevant code for the texturing system has been moved to texcache.cpp. 2019-10-17 21:44:34 +02:00
Christoph Oelckers bef8c9ae76 - hictinting cleanup.
This needs to be moved into the backend, and partially into the shader. So far this only removes the code from the main rendering logic, the final implementation is not done yet.
It had to go because it required the main rendering code to look deep into the texture data which would be a major blocker for refactoring.
2019-10-17 20:29:58 +02:00
Christoph Oelckers 1426ebec20 Moved hightile replacement data into the textures
Not tested yet!
2019-10-17 12:45:25 +02:00
Christoph Oelckers 4cd2c024fc - fixed crash in texture deinit code and ensure that everything gets deleted. 2019-10-16 21:16:40 +02:00
Christoph Oelckers a6ba81939a - reworked texture management, not yet active. 2019-10-12 22:49:46 +02:00
Christoph Oelckers bb67a1ba38 - some reworking of the texture code to make integration of Build tiles easier. 2019-10-12 08:54:06 +02:00
Christoph Oelckers 3621aae3f0 - rerouted all write accesses to tilesiz and picsiz through a function interface.
These will have to do some texture management bookkeeping so directly changing the values is problematic.
This required changing the parameter interface in polymost.cpp because a few places hacked around with the global state to pass parameters to subfunctions.
2019-10-11 21:04:31 +02:00
Christoph Oelckers fdbb27a796 - added back the paletted texture readers.
... after finding out what an inefficient and poorly working method the Build backend uses for downconverting true color textures.
2019-10-11 19:21:36 +02:00
Christoph Oelckers 93ad83b380 - use GZDoom's texture backend to read hightile textures. (Hightile tinting code moved to the shader but isn't active yet.
- remove all code for faking gamma correction through palette manipulated images.
2019-10-05 21:59:03 +02:00
Christoph Oelckers 1a5e64329f - added stripped down versions of GZDoom's texture classes
We need something more manageable to deal with the textures - and the hightile code in particular needs a better backend to read the images.
2019-10-05 19:38:25 +02:00