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- rework of texture management for models
Voxels yet to do. This also removes the redundant texture matrix for the glow texture.
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parent
542994cc20
commit
23265ad213
11 changed files with 122 additions and 345 deletions
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@ -121,11 +121,7 @@ int32_t r_yshearing = 0;
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static float fogresult, fogresult2;
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coltypef fogcol, fogtable[MAXPALOOKUPS];
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static GLuint quadVertsID = 0;
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int32_t r_useindexedcolortextures = -1;
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static FHardwareTexture *palswapTextureID = nullptr;
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static inline float float_trans(uint32_t maskprops, uint8_t blend)
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{
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@ -295,7 +291,6 @@ void polymost_glinit()
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{
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uploadbasepalette(basepalnum);
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}
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palswapTextureID = 0;
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for (int palookupnum = 0; palookupnum < MAXPALOOKUPS; ++palookupnum)
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{
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GLInterface.SetPalswapData(palookupnum, (uint8_t*)palookup[palookupnum], numshades+1);
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@ -434,12 +429,6 @@ static void resizeglcheck(void)
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}
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}
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void uploadtexture(FHardwareTexture *tex, coltype* pic)
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{
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tex->LoadTexture((uint8_t *)pic);
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}
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void uploadbasepalette(int32_t basepalnum, bool transient) // transient palettes are used by movies and should not affect the engine state. All other palettes only get set at game startup.
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{
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if (!basepaltable[basepalnum])
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@ -5610,7 +5599,10 @@ void polymost_precache(int32_t dapicnum, int32_t dapalnum, int32_t datype)
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int const surfaces = (models[mid]->mdnum == 3) ? ((md3model_t *)models[mid])->head.numsurfs : 0;
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for (int i = 0; i <= surfaces; i++)
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mdloadskin((md2model_t *)models[mid], 0, dapalnum, i);
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{
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auto tex = mdloadskin((md2model_t *)models[mid], 0, dapalnum, i);
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if (tex) GLInterface.SetTexture(tex, dapalnum, 0);
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}
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}
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void PrecacheHardwareTextures(int nTile)
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