Overview
Comment: | Convert texture pixel format if necessary
This makes the game run on modern macOS. |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
12641927d964516871cccb92bc0171da |
User & Date: | js on 2025-03-05 01:15:40 |
Other Links: | manifest | tags |
Context
2025-03-05
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21:29 | Clean up file handling check-in: 3d55e077f7 user: js tags: trunk | |
01:32 | Default to desktop resolution check-in: fd3bba5332 user: js tags: trunk | |
01:15 | Convert texture pixel format if necessary check-in: 12641927d9 user: js tags: trunk | |
00:27 | Reduce global variables check-in: 02dbc547c1 user: js tags: trunk | |
Changes
Modified src/rendergl.mm from [cefc423876] to [154658a1d9].
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66 67 68 69 70 71 72 | }; void cleangl() { if (qsphere) gluDeleteQuadric(qsphere); | < > | > | > > > > > > > > > > > > | > > | > | > > > > > > > > > | > > | > > > < > | 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 | }; void cleangl() { if (qsphere) gluDeleteQuadric(qsphere); } bool installtex(int tnum, char *texname, int &xs, int &ys, bool clamp) { SDL_Surface *s = IMG_Load(texname); if (s == NULL) { conoutf(@"couldn't load texture %s", texname); return false; } if (s->format->BitsPerPixel != 24) { SDL_PixelFormat *format = SDL_AllocFormat(SDL_PIXELFORMAT_RGB24); if (format == NULL) { conoutf(@"texture cannot be converted to 24bpp: %s", texname); return false; } @try { SDL_Surface *converted = SDL_ConvertSurface(s, format, 0); if (converted == NULL) { conoutf( @"texture cannot be converted to 24bpp: %s", texname); return false; } SDL_FreeSurface(s); s = converted; } @finally { SDL_FreeFormat(format); } } // loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p = 255-*p; }; glBindTexture(GL_TEXTURE_2D, tnum); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // NEAREST); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); xs = s->w; ys = s->h; while (xs > glmaxtexsize || ys > glmaxtexsize) { xs /= 2; ys /= 2; } void *scaledimg = s->pixels; if (xs != s->w) { conoutf(@"warning: quality loss: scaling %s", texname); // for voodoo cards under linux scaledimg = alloc(xs * ys * 3); gluScaleImage(GL_RGB, s->w, s->h, GL_UNSIGNED_BYTE, s->pixels, xs, ys, GL_UNSIGNED_BYTE, scaledimg); } if (gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, xs, ys, GL_RGB, GL_UNSIGNED_BYTE, scaledimg)) fatal(@"could not build mipmaps"); if (xs != s->w) free(scaledimg); SDL_FreeSurface(s); return true; } // management of texture slots // each texture slot can have multople texture frames, of which currently only // the first is used additional frames can be used for various shaders const int MAXTEX = 1000; int texx[MAXTEX]; // ( loaded texture ) -> ( name, size ) |
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