Add 1 pixel tall and wide texture support to the renderer
- These require manual detection and overriding of the scaling factors to 0, because a right shift of (32-0) bits wraps around to 0 and results in no shift at all rather than leaving the register zeroed out.
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4 changed files with 59 additions and 12 deletions
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@ -210,8 +210,9 @@ void FTexture::CalcBitSize ()
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}
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WidthMask = (1 << WidthBits) - 1;
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// The minimum height is 2, because we cannot shift right 32 bits.
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for (i = 1; (1 << i) < Height; ++i)
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// <hr>The minimum height is 2, because we cannot shift right 32 bits.</hr>
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// Scratch that. Somebody actually made a 1x1 texture, so now we have to handle it.
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for (i = 0; (1 << i) < Height; ++i)
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{ }
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HeightBits = i;
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