diff --git a/src/gl/render.c b/src/gl/render.c
index 73ce92a4390892e76009478be58d04f916003c08..426f43ccc1eb7ce1cf5d53723721cfe66bc5dacb 100644 (file)
--- a/src/gl/render.c
+++ b/src/gl/render.c
if (n) {
//logo("new node %p {%i:%i:%i:%i}\n", n, n->l, n->t, n->r, n->b);
} else {
- logo("new node failed\n");
+ logo("new node failed {%i:%i}\n", w, h);
}
return n;
}
static image R_gl_get_special_image (int id, rgba *(*fn)(vgaimg*)) {
image img;
+ //char name[8];
+ //F_getresname(name, id);
+ //logo("load image: %.8s\n", name);
vgaimg *v = R_getvga(id);
if (v != NULL) {
rgba *buf = (*fn)(v);
logo("R_alloc: load graphics\n");
/* Game */
scrnh[0] = R_gl_loadimage("TITLEPIC");
- assert(scrnh[0].n);
scrnh[1] = R_gl_loadimage("INTERPIC");
scrnh[2] = R_gl_loadimage("ENDPIC");
for (i = 0; i < 2; i++) {
mslotr = R_gl_loadimage("M_LSRGHT");
// walls
for (i = 1; i < ANIT; i++) {
- for (j = 0; anm[i - 1][j]; j++) {
+ for (j = 0; j < 5 && anm[i - 1][j]; j++) {
anip[i][j] = R_gl_loadimage(anm[i - 1][j]);
}
for(; j < 5; j++) {
}
}
+static void R_reload_textures (void);
+
void R_set_videomode (int w, int h, int fullscreen) {
assert(w > 0);
assert(h > 0);
if (fullscreen) {
flags |= SYSTEM_USE_FULLSCREEN;
}
+ if (root != NULL) {
+ R_cache_free(root, 0);
+ root = NULL;
+ }
int res = Y_set_videomode(w, h, flags);
if (res == 0) {
if (was == 0) {
ERR_failinit("Unable to set video mode\n");
}
} else {
- SCRW = w;
- SCRH = h;
+ Y_get_videomode(&SCRW, &SCRH);
+ root = R_cache_new();
+ assert(root);
+ R_alloc();
+ R_reload_textures();
}
}
void R_toggle_fullscreen (void) {
+ R_cache_free(root, 0);
Y_set_fullscreen(!Y_get_fullscreen());
fullscreen = Y_get_fullscreen();
+ Y_get_videomode(&SCRW, &SCRH);
+ root = R_cache_new();
+ assert(root);
+ R_alloc();
+ R_reload_textures();
}
void R_init (void) {
logo("R_init: intialize opengl render\n");
R_init_playpal();
R_set_videomode(SCRW, SCRH, fullscreen);
- root = R_cache_new();
- assert(root);
- R_alloc();
}
void R_done (void) {
return walp[n].res == -2 ? (intptr_t)walp[n].n : -1;
}
+static void R_reload_textures (void) {
+ int i;
+ char s[8];
+ for (i = 0; i < max_textures; i++) {
+ R_get_name(i, s);
+ if (walp[i].res >= 0) {
+ walp[i] = R_gl_getimage(walp[i].res);
+ }
+ }
+ if (horiz.n) {
+ horiz = R_gl_getimage(horiz.res);
+ }
+}
+
void R_begin_load (void) {
int i;
for (i = 0; i < 256; i++) {
if (k >= 256) {
k = j;
j += 1;
+ max_textures += 1;
walp[k] = R_gl_getimage(g);
walf[k] = g & 0x8000 ? 1 : 0;
}