Build 5230
SVN-
fix rendering of middle part of 1-way masked wall.
Show details
It does not depend on the "swap bottom wall parts" bit being set. The fix is by matching up the related code with Polymost.
SVN handles and Git names are merged into one person.
fix rendering of middle part of 1-way masked wall.
It does not depend on the "swap bottom wall parts" bit being set. The fix is by matching up the related code with Polymost.
include wall[].ypanning in wall invalidation logic.
Fixes bug reported here: http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__213759
factor out polymer_invalidateartmap(), use it in invalidatetile().
This fixes updating the viewscreen in Polymer's ART mapping mode.
Fix one-sided y-flipped floor-aligned sprites, introduced in r3776.
Add a test case in test_tileoffsets.map.
fix possible NULL pointer dereference in polymer_getbuildmaterial().
fix centering of y-flipped wall sprites. (Case D in test_tileoffsets.)
fix floor sprites with y flipping by removing special-case code.
This fixes the case marked with the silver letter C in test_tileoffsets.map. The orientation of the sprites is correct (matches classic) as far as I can see, there are now only problems with translation.
fix underwalls being not animated (introduced in r2823).
factor out wall y panning coefficient calculation.
Non-pow2 wall/mask drawing in classic introduced cases where walls are drawn "incorrectly" because they were constructed with the old behavior in mind. Polymer appears to "correct" for it partially, but doesn't cover all cases. Specifically, now we have: - E1L1 first inside secret room (5000, 50000): Polymer draws like Duke 1.5, classic now draws with an offset. - E3L2 near the vault (-20000, 25000): both classic and Polymer draw with offsets compared to Duke 1.5, but they're different! This means that more research is needed into what makes these two cases diverge, even though both have the same root cause. !!! Also, mappers should abstain from using non-power-of two textures on walls until this issue is resolved in a satisfactory fashion !!!
when drawing art sky, temporarily set texcoord s wrapping to clamping.
This properly fixes the unwanted vertical lines.
Fix a potential uninitialized mem read in debug msg when in void space.