Revision r2619
👤 helixhorned
📅 2012-04-29 13:54:52 -0700 (Sun, 29 Apr 2012)
When deleting GL skin textures, handle the case where they are aliased.
That is, have a second loop over all models run for each deleted tex and
null the texname. This is ugly, sure, but it's better than calling
glDeleteTextures on stale names.
Revision r2618
👤 helixhorned
📅 2012-04-29 13:54:37 -0700 (Sun, 29 Apr 2012)
Fix 'realloc' routine of GL texture name (id) debugging code.
Revision r2617
👤 helixhorned
📅 2012-04-29 13:54:22 -0700 (Sun, 29 Apr 2012)
Prettify some code in mdsprite.c.
- factor out a longish expression
- whitespace, move a var down
- remove unneeded casts (recall: "usual arithmetic conversions")
- strcat -> Bstrcat, strcpy -> Bstrcpy
Revision r2616
👤 helixhorned
📅 2012-04-29 13:54:06 -0700 (Sun, 29 Apr 2012)
Lunatic translator: nearing syntax completion while treading in murky waters.
- bump lpeg stack limit to 1024 (hack) for long if/if/if...else chains
- lexical: newline, EOF and whitespace; "bad" identifiers; hex literals,
newline terminated strings (allow empty string)
- syntax: allow nesting of array expressions, it's easier than special-casing;
handle issues with structs expecting parm2 (hackish); userdef;
switch/case/default
- fix parsing some commands; mind prefixes!
- frontend: if failing match, print last keyword and its position; warn on
"bad" identifiers (one per such); batch processing from command line
- Files that locate finds from my linux box now pass (except where there are
really syntax errors).
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r2620 | helixhorned | 2012-04-29 13:55:10 -0700 (Sun, 29 Apr 2012) | 5 lines
Revert r2232, "don't reset full-screen tint on basepal change" in CON setgamepalette.
Because gltexinvalidate*() could be called too often when setgamepalette is used
while having a tint overlaid else. Pending thorough analysis/reworking of the
32-bit mode base palette handling / texture invalidation.
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r2619 | helixhorned | 2012-04-29 13:54:52 -0700 (Sun, 29 Apr 2012) | 5 lines
When deleting GL skin textures, handle the case where they are aliased.
That is, have a second loop over all models run for each deleted tex and
null the texname. This is ugly, sure, but it's better than calling
glDeleteTextures on stale names.
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r2618 | helixhorned | 2012-04-29 13:54:37 -0700 (Sun, 29 Apr 2012) | 1 line
Fix 'realloc' routine of GL texture name (id) debugging code.
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r2617 | helixhorned | 2012-04-29 13:54:22 -0700 (Sun, 29 Apr 2012) | 6 lines
Prettify some code in mdsprite.c.
- factor out a longish expression
- whitespace, move a var down
- remove unneeded casts (recall: "usual arithmetic conversions")
- strcat -> Bstrcat, strcpy -> Bstrcpy
------------------------------------------------------------------------
r2616 | helixhorned | 2012-04-29 13:54:06 -0700 (Sun, 29 Apr 2012) | 13 lines
Lunatic translator: nearing syntax completion while treading in murky waters.
- bump lpeg stack limit to 1024 (hack) for long if/if/if...else chains
- lexical: newline, EOF and whitespace; "bad" identifiers; hex literals,
newline terminated strings (allow empty string)
- syntax: allow nesting of array expressions, it's easier than special-casing;
handle issues with structs expecting parm2 (hackish); userdef;
switch/case/default
- fix parsing some commands; mind prefixes!
- frontend: if failing match, print last keyword and its position; warn on
"bad" identifiers (one per such); batch processing from command line
- Files that locate finds from my linux box now pass (except where there are
really syntax errors).
------------------------------------------------------------------------