- made SPROFS a more usable feature.
This was originally invented to fix the sprite offsets for the hardware renderer. Changed it so that it doesn't override the original offsets but acts as a second set. A new CVAR has been added to allow controlling the behavior per renderer.
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5bdea6278c
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35 changed files with 322 additions and 274 deletions
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@ -47,6 +47,15 @@
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#include "textures/textures.h"
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#include "v_palette.h"
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// Make sprite offset adjustment user-configurable per renderer.
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int r_spriteadjustSW, r_spriteadjustHW;
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CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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r_spriteadjustHW = !!(self & 2);
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r_spriteadjustSW = !!(self & 1);
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TexMan.SpriteAdjustChanged();
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}
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typedef FTexture * (*CreateFunc)(FileReader & file, int lumpnum);
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struct TexCreateInfo
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@ -146,12 +155,13 @@ FTexture * FTexture::CreateTexture (const char *name, int lumpnum, ETextureType
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FTexture::FTexture (const char *name, int lumpnum)
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: LeftOffset(0), TopOffset(0),
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:
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WidthBits(0), HeightBits(0), Scale(1,1), SourceLump(lumpnum),
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UseType(ETextureType::Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bKeepAround(false),
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Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0), WidthMask(0)
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{
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_LeftOffset[0] = _LeftOffset[1] = _TopOffset[0] = _TopOffset[1] = 0;
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id.SetInvalid();
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if (name != NULL)
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{
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