- decoupled the software renderer entirely from FTexture - it will only look at FSoftwareTexture now, all access to the texture manager has been wrapped.
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23 changed files with 170 additions and 162 deletions
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@ -123,13 +123,11 @@ namespace swrenderer
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}
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}
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FTexture *tex = TexMan.GetPalettedTexture(decal->PicNum, true);
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if (tex == NULL || !tex->isValid())
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FSoftwareTexture *WallSpriteTile = GetPalettedSWTexture(decal->PicNum, true);
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if (WallSpriteTile == NULL)
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{
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return;
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}
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FSoftwareTexture *WallSpriteTile = tex->GetSoftwareTexture();
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// Determine left and right edges of sprite. Since this sprite is bound
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// to a wall, we use the wall's angle instead of the decal's. This is
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