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Continued the reorganisation of the various texture resource data str…
…ucts, moving things into material_t where appropriate and reworking interfaces accordingly. * GL texture info (OGL name, masked property and average color) is now held in material_t * Redesigned how DOOM textures are handled. We now store texture definitions (basically the content of PNAMES) and have no need for texture_t, which has been removed. * Reimplemented R_InitTextures, separating the reading of PNAMES into a subroutine and redesigning the algorithm used to build the texture definition list (and subsequently the materials) to get rid of the noticeable pause during startup. * rendpspriteparams_t nows takes a sprite number rather than a lump num. * The additional offsets used with "upscaled and sharpened" patches is now stored in patch_t * GL texture mag mode and aniso filter are now set each time a texture is bound with GL_BindTexture. * Sky textures are now handled completely separately from regular textures. The skytop colors have been moved into skytexture_t * Implemented a hashing schema for RAW textures. * If available, enable multisampling in Rend_RenderMap. * If available, take advantage of non-power-of-two textures (if mip maps are not required) rather than rescaling. * There is no need to do a full texreset when changing the mag mode. * Got rid of the ddTextures array as it is no longer needed. * Fixed issue with hires skys where the top line color was being determined using the lowres version instead. * Fixed bug in calculation to determine halo visual offsets in LO_AddLuminous
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