Build 10380
GIT-
Factor out rendering tests for whether a sprite is a voxel
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Factor out rendering tests for whether a sprite is a voxel
Fix flipped HUD model rendering
Patch from Nuke.YKT.
Account for yscale when deciding if the sky is tall enough to repeat or not. Comment out code that is not working as expected.
Patch from Fox.
Set r_parallaxskypanning to 1 by default.
This enables sky panning, which allows the effect of CLOUDYSKIES to work properly. Patch from Fox.
Display paper-skies correctly when looking up or down.
Show a solid color for skies taller than 256 px, otherwise repeat. Patch from Fox.
New projection hack algorithm: Keep zoom equivalent to Classic when looking straight ahead.
Patch from Fox.
Fix yoffset bouncing of face sprites with cstat 128.
Don't cut off a row and/or column of texels when drawing floor-aligned sprites with odd dimensions.
Clear wsprinfo[] upon map load. This should address some remaining instances of wall-ornamented sprite z-fighting.
Factor out the ETC block preparation by moving the ETC function decision from Polymost_SendTexToDriver into Polymost_PickETCFunction.
Allow compressed ART tiles (r_texcompr 2) to be cached.
Tweak the "don't upload textures with dimension > xdim" GL ES rule to limit to the power of two greater than xdim instead of less than it.
Clean up and rearrange some texcache code. No functional changes.
Call texcache_calcid once per texture instead of twice. Clean it up a little while we're at it.
Fix shading on ART tiles with fullbrights displayed without masking, such as on a whitewall.
Add r_texcompr 2, which compresses ART in addition to hightile.
Add HICR_ARTIMMUNITY and DAMETH_ARTIMMUNITY, which currently function identically to NOTEXCOMPRESS and NODOWNSIZE combined, and are only used when:
1. Using an ART tile 2. Using a hightile defined through the tilefromtexture "texture" subtoken 3. Using a hightile that, if downsized, will be smaller than the ART tile for that tilenum (tenuous)
Refactor all GL internal texture format decision making into uploadtexture().
This directly achieves the following: * Eliminated codedup. * Recently introduced GL ES performance downsampling now applies to model skins. * Replaces the alpha/art format distinction with {RGB/no alpha, RGBA/one-bit alpha (ART transparency), RGBA/full alpha}. * Cleanly allows multiple fallback formats for each type. * Ready for further commits.
Make voxels take on the current basepalette, like they should.
Fix voxels so palette colors are treated as 8-bit, not 6-bit. Overlooked in r5349.
Enumify the lower bits of the method/dameth argument to various functions.
Bookend the recursive call to polymost_drawpoly as part of the fullbright pass with bglDepthFunc(GL_EQUAL) and bglDepthFunc(GL_LEQUAL) to ensure that the fullbright overlay is always visible and never fights with the sprite itself.
Remove "indrawroomsandmasks" variable and its only use in polymost_drawpoly as a condition for the fullbright pass.
Connect spriteext[].x/ypanning to model UVs (range 0-255).
Clean up formatting of parallax sky code and comments, in part so that the floor and ceiling sections are line-for-line consistent. DONT_BUILD.