Christoph Oelckers
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bc986b8054
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- make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line.
- increased cache size to 200 MB (Note: The cache really needs to be replaced with something better that can adapt better to a system's RAM size.)
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2019-10-19 10:22:02 +02:00 |
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Christoph Oelckers
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00d59459a1
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- fixed creation of true color textures and disabled fog in palette mode.
The fog should go away entirely but in palette mode it made everything too dark.
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2019-10-18 22:09:19 +02:00 |
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Christoph Oelckers
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0aa5db7969
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- project rework to shorten compile times.
* subprojects fpr game frontends added and unsigned char option put into global flags.
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2019-10-16 23:09:02 +02:00 |
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Christoph Oelckers
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dfaa162bb2
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- finished the palswap handling in the palette manager.
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2019-10-07 22:11:09 +02:00 |
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Christoph Oelckers
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93ad83b380
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- 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.
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2019-10-05 21:59:03 +02:00 |
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Christoph Oelckers
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e0f823a492
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- refactored texture setup to use an intermediate layer.
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2019-09-18 22:16:15 +02:00 |
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Christoph Oelckers
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b1763a8f4a
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- hooked up the texture management.
Not in active use yet!
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2019-09-17 19:03:42 +02:00 |
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