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https://github.com/AquariaOSE/Aquaria.git
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Misc code cleanups, little SkeletalSprite loading improvement.
- Removed some unused member variables. - The BBGE_BUILD_WIDESCREEN define is now gone. - Added an TiXMLDocument cache to prevent parsing the same file once for each entity on the map with the same skeletal. - Removed Lua func entity_warpToPathStart, which was essentially a no-op because Entity::followingPath was always NULL. Removed related code. - Set texture wrap only when required. (Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria, special thanks for changeset 72d6460d9e60)
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parent
568178bbb4
commit
9b63b400d5
23 changed files with 209 additions and 764 deletions
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@ -58,7 +58,6 @@ TexErr Texture::textureError = TEXERR_OK;
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Texture::Texture() : Resource()
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{
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components = 0;
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#ifdef BBGE_BUILD_OPENGL
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textures[0] = 0;
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#endif
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@ -68,6 +67,7 @@ Texture::Texture() : Resource()
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width = height = 0;
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repeat = false;
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repeating = false;
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pngSetStandardOrientation(0);
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imageData = 0;
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@ -291,20 +291,14 @@ void Texture::reload()
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Resource::reload();
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debugLog("RELOADING TEXTURE: " + name + " with loadName " + loadName + "...");
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if (true)
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{
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unload();
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load(loadName);
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if (ow != -1 && oh != -1)
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{
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width = ow;
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height = oh;
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}
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}
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else
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unload();
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load(loadName);
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if (ow != -1 && oh != -1)
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{
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debugLog("name was too short, didn't load");
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width = ow;
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height = oh;
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}
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debugLog("DONE");
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}
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@ -419,13 +413,21 @@ void Texture::apply(bool repeatOverride)
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glBindTexture(GL_TEXTURE_2D, textures[0]);
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if (repeat || repeatOverride)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (!repeating)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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repeating = true;
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}
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (repeating)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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repeating = false;
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}
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}
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#endif
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#ifdef BBGE_BUILD_DIRECTX
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@ -473,18 +475,6 @@ void Texture::loadPNG(const std::string &file)
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textures[0] = pngBind(file.c_str(), PNG_BUILDMIPMAPS, pngType, &info, GL_CLAMP_TO_EDGE, GL_LINEAR_MIPMAP_LINEAR, filter);
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}
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if (info.Alpha)
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components = 4;
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else
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components = 3;
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/*
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pngRawInfo rawinfo;
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bool success = pngLoadRaw(file.c_str(), &rawinfo);
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glBindTexture(GL_TEXTURE_2D, id);
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gluBuild2DMipmaps( GL_TEXTURE_2D, 3, rawinfo.Width, rawinfo.Height,
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GL_RGB, GL_UNSIGNED_BYTE, rawinfo.Data);
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*/
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if (textures[0] != 0)
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{
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width = info.Width;
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