Build 3312
SVN-
fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.
Mostra dettagli
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.