* Fix crash error in GL.

* Re-enable the perplayer stuff in V_DrawFadeFill - not worth having it disabled when it'll just have to be re-enabled later.
* Remove some "consistency with software" stuff in hw_draw.c that already has equivalents
This commit is contained in:
toaster 2019-07-28 17:47:57 +01:00
parent f47c3f40d1
commit 384533165c
3 changed files with 1 additions and 23 deletions

View File

@ -1599,17 +1599,12 @@ void F_EndingTicker(void)
if (++finalecount == INFLECTIONPOINT && goodending) // time to swap some assets
{
Z_Free(endegrk[0]);
endegrk[0] = W_CachePatchName("ENDEGRK2", PU_LEVEL);
Z_Free(endegrk[1]);
endegrk[1] = W_CachePatchName("ENDEGRK3", PU_LEVEL);
Z_Free(endglow[0]);
endglow[0] = W_CachePatchName("ENDGLOW2", PU_LEVEL);
Z_Free(endglow[1]);
endglow[1] = W_CachePatchName("ENDGLOW3", PU_LEVEL);
Z_Free(endxpld[0]);
endxpld[0] = W_CachePatchName("ENDEGRK4", PU_LEVEL);
}

View File

@ -706,9 +706,6 @@ void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 ac
UINT8 perplayershuffle = 0;
if (w < 0 || h < 0)
return; // consistency w/ software
// 3--2
// | /|
// |/ |
@ -870,7 +867,6 @@ void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 ac
Surf.FlatColor.rgba = V_GetColor(actualcolor).rgba;
Surf.FlatColor.s.alpha = softwaretranstogl[strength];
}
HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
}
@ -1092,9 +1088,6 @@ void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32
UINT8 perplayershuffle = 0;
if (w < 0 || h < 0)
return; // consistency w/ software
// 3--2
// | /|
// |/ |
@ -1263,9 +1256,6 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
UINT8 perplayershuffle = 0;
if (w < 0 || h < 0)
return; // consistency w/ software
// 3--2
// | /|
// |/ |

View File

@ -996,12 +996,7 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_
if (!(scrn & V_SCALEPATCHMASK))
{
// if it's meant to cover the whole screen, black out the rest
if (x == 0 && SHORT(patch->width) == BASEVIDWIDTH && y == 0 && SHORT(patch->height) == BASEVIDHEIGHT)
{
column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[0]));
source = (const UINT8 *)(column) + 3;
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
}
// no the patch is cropped do not do this ever
if (vid.width != BASEVIDWIDTH * dupx)
{
@ -1581,7 +1576,6 @@ void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, U
}
#endif
#if 0 // only if for use in-game, otherwise not worth the processor time
if (splitscreen && (c & V_PERPLAYER))
{
fixed_t adjusty = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1;
@ -1649,7 +1643,6 @@ void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, U
}
}
}
#endif
if (!(c & V_NOSCALESTART))
{