Am Freitag, 8. Dezember 2006 11:06 schrieb Per Inge Mathisen:
> On 12/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> > > I thought Grim was able to "snuck in" higher resolution textures...
> > > I just tired to resize tertiles1hw a little bit. Now it looks like a
> > > patchwork carpet in game. :(
>
> ...
>
> > My very first guess is that WZ uses a hardcoded amount of memory to store
> > the textures and if the image is bigger... Something get's discarded or
> > similar... I think that because of the segfault when using a different
> > size.
>
> IIRC tile sizes are still are hardcoded both in size and number. I
> promised Grim I would fix this, but I have not gotten around to it
> (although I did clean up the code quite a bit). Most of the relevant
> code is in src/texture.c and also see lib/ivis_common/bitimage.c
I began looking at that code: Nasty at least...

1. The texture is loaded
2. Call makeTileTexturePages with a hardcoded tile width/height
3. Copy over tileWidth*tileHeight*PAGE_DEPTH (the latter is again hardcoded to 
32bpp) chunks of the given texture to some temporary buffer
4. Copy over PAGE_WIDTH*PAGE_HEIGHT (hardcoded) chunks into another buffer
5. Add that last buffer to the texture pages

I'll try to fix this and improve interaction with the texture loading.

--Dennis

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