- replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code. Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
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41 changed files with 115 additions and 116 deletions
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@ -2234,7 +2234,7 @@ void AM_drawSubsectors()
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}
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else indices.clear();
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screen->FillSimplePoly(TexMan(maptex),
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screen->FillSimplePoly(TexMan.GetTexture(maptex, true),
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&points[0], points.Size(),
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originx, originy,
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scale / scalex,
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@ -3019,7 +3019,7 @@ void AM_drawThings ()
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rotation = int((angle.Normalized360() * (16. / 360.)).Degrees);
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const FTextureID textureID = frame->Texture[show > 2 ? rotation : 0];
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texture = TexMan(textureID);
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texture = TexMan.GetTexture(textureID, true);
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}
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if (texture == NULL) goto drawTriangle; // fall back to standard display if no sprite can be found.
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@ -3150,7 +3150,7 @@ void AM_drawMarks ()
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{
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if (markpoints[i].x != -1)
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{
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DrawMarker (TexMan(marknums[i]), markpoints[i].x, markpoints[i].y, -3, 0,
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DrawMarker (TexMan.GetTexture(marknums[i], true), markpoints[i].x, markpoints[i].y, -3, 0,
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1, 1, 0, 1, 0, LegacyRenderStyles[STYLE_Normal]);
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}
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}
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@ -3183,7 +3183,7 @@ void AM_drawAuthorMarkers ()
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if (mark->picnum.isValid())
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{
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tex = TexMan(mark->picnum);
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tex = TexMan.GetTexture(mark->picnum, true);
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if (tex->GetRotations() != 0xFFFF)
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{
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spriteframe_t *sprframe = &SpriteFrames[tex->GetRotations()];
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