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8 commits

Author SHA1 Message Date
fgenesis
f0d580d873 Refactor texture loading code; should fix a crash that started appearing recently. 2015-03-24 00:06:51 +01:00
fgenesis
9973afbac6 Allow custom capes in mods 2015-03-09 04:55:03 +01:00
fgenesis
b719b8fd60 Removed textureMemoryMultiplier again; a bit more debug output for differing texture sizes 2012-06-15 17:58:18 +02:00
fgenesis
063b1c0dfc Moved most uses of glGetTexImage() into a single function with better error checking.
Also small config addition to optionally increase memory allocation size
for temporary texture pixel data; the nouveau drivers seem notoriously
awkward and keep writing over the buffer.
2012-06-15 04:12:20 +02:00
fgenesis
fc7fa440da Fix currents not displaying correctly after resolution change. 2012-04-01 21:24:31 +02:00
fgenesis
9b63b400d5 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)
2012-02-19 04:57:04 +01:00
fgenesis
75e7b137d6 Drop use of tempfiles when loading compressed files.
Also simplified .zga texture and .aqs savegame loading.
Dropped support for "crunched" .sav files (those were never used),
and the corresponding crunch functions.

To be done: Temp files are still used when compressing files,
will address this in a later commit.
2012-02-10 00:10:50 +01:00
fgenesis
3096eaf5e2 initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00