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Only allocate space for tint flags combinations that require a pre-computed texture to be stored in memory, instead of space for every combination.
git-svn-id: https://svn.eduke32.com/eduke32@6214 1a8010ca-5511-0410-912e-c29ae57300e0
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05945c920b
commit
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6 changed files with 23 additions and 19 deletions
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@ -253,7 +253,7 @@ void gltexapplyprops(void)
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if (m->mdnum < 2)
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continue;
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for (bssize_t j = 0; j < m->numskins * (HICEFFECTMASK + 1); j++)
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for (bssize_t j = 0; j < m->numskins * HICTINT_MEMORY_COMBINATIONS; j++)
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{
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if (!m->texid[j])
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continue;
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@ -261,7 +261,7 @@ void gltexapplyprops(void)
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}
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for (mdskinmap_t *sk = m->skinmap; sk; sk = sk->next)
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for (bssize_t j = 0; j < (HICEFFECTMASK + 1); j++)
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for (bssize_t j = 0; j < HICTINT_MEMORY_COMBINATIONS; j++)
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{
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if (!sk->texid[j])
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continue;
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@ -1257,7 +1257,7 @@ int32_t gloadtile_hi(int32_t dapic,int32_t dapalnum, int32_t facen, hicreplctyp
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char hasalpha;
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texcacheheader cachead;
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char texcacheid[BMAX_PATH];
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texcache_calcid(texcacheid, fn, picfillen+(dapalnum<<8), DAMETH_NARROW_MASKPROPS(dameth), effect);
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texcache_calcid(texcacheid, fn, picfillen+(dapalnum<<8), DAMETH_NARROW_MASKPROPS(dameth), effect & HICTINT_IN_MEMORY);
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int32_t gotcache = texcache_readtexheader(texcacheid, &cachead, 0);
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vec2_t siz = { 0, 0 }, tsiz = { 0, 0 };
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