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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