mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 17:32:13 +00:00
9dc1d212a7
The former is really only a workaround. Walls/vertical sprites/pskies with ysize 512 (and presumably greater, but this was not tested) are rendered with one shade higher at the borders (1 pixel vlines) because of a certain assumption in the ASM (see comments there). With very dark shades, the palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the end for each. The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled yet. It seems to matter only for the uncommon case where the such pskies repeat in the height. A 1680x1050 window fully covered with such a sky is then rendered at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline routines), so it may be leaning a bit too much on the side of correctness. A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for demonstration purposes. git-svn-id: https://svn.eduke32.com/eduke32@3310 1a8010ca-5511-0410-912e-c29ae57300e0 |
||
---|---|---|
.. | ||
Apple | ||
build | ||
eobj | ||
eobj_win | ||
installer | ||
obj | ||
obj_win | ||
package | ||
psd | ||
rsrc | ||
source | ||
Wii | ||
Windows | ||
ChangeLog | ||
ChangeLog.html | ||
eduke32.sln | ||
eduke32.vcxproj | ||
eduke32.vcxproj.filters | ||
eduke32.vcxproj.user | ||
MakeDistributions | ||
Makefile | ||
Makefile.common | ||
Makefile.deps | ||
Makefile.msvc | ||
osxbuild.sh | ||
wiibuild.bat |