Revision r3145
Introduce a per-tile bit preventing fullbrights in GL modes, use for LOADSCREEN.
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Introduce a per-tile bit preventing fullbrights in GL modes, use for LOADSCREEN.
Classic: fix rotatesprite with no screen scaling and non-widescreen aspects. Also, enable showing sprites in Mapster32's overhead view again, since that was one (the only?) use of that code path. The uninitialized read was introduced in r2927.
When looking through a camera, don't do third person view. Also, reorganize some G_DrawRooms() code a little without changing anything.
When found a camera sprite for viewscreen, set position etc. immediately. Instead of later in P_ProcessInput(). This fixes one drawrooms() call in between where the sectnum is the camera's, but the position the player's, which can lead to a slow "outer view" render in Polymer. ------------------------------------------------------------------------
------------------------------------------------------------------------ r3146 | helixhorned | 2012-11-10 06:11:20 -0800 (Sat, 10 Nov 2012) | 1 line Clean up texture loading code etc. in polymost.c, no functional changes. ------------------------------------------------------------------------ r3145 | helixhorned | 2012-11-10 06:11:17 -0800 (Sat, 10 Nov 2012) | 1 line Introduce a per-tile bit preventing fullbrights in GL modes, use for LOADSCREEN. ------------------------------------------------------------------------ r3144 | helixhorned | 2012-11-10 06:11:13 -0800 (Sat, 10 Nov 2012) | 5 lines Classic: fix rotatesprite with no screen scaling and non-widescreen aspects. Also, enable showing sprites in Mapster32's overhead view again, since that was one (the only?) use of that code path. The uninitialized read was introduced in r2927. ------------------------------------------------------------------------ r3143 | helixhorned | 2012-11-10 06:11:10 -0800 (Sat, 10 Nov 2012) | 3 lines When looking through a camera, don't do third person view. Also, reorganize some G_DrawRooms() code a little without changing anything. ------------------------------------------------------------------------ r3142 | helixhorned | 2012-11-10 06:11:07 -0800 (Sat, 10 Nov 2012) | 5 lines When found a camera sprite for viewscreen, set position etc. immediately. Instead of later in P_ProcessInput(). This fixes one drawrooms() call in between where the sectnum is the camera's, but the position the player's, which can lead to a slow "outer view" render in Polymer. ------------------------------------------------------------------------