little support for gl3 textures; txd.img enabled again
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librw
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librw
@ -1 +1 @@
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Subproject commit 4db08e15e8bdd0286195f48a28d4c8108ea64c6a
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Subproject commit eb71ca25d0c4f10b39c653d9b9847e38aac198d7
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@ -191,7 +191,7 @@ enum Config {
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#define TOGGLEABLE_BETA_FEATURES // toggleable from debug menu. not too many things
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#define MORE_LANGUAGES // Add more translations to the game
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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//#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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//#define USE_TEXTURE_POOL
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//#define OPENAL
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@ -294,6 +294,14 @@ static rw::Raster*
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ConvertTexRaster(rw::Raster *ras)
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{
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using namespace rw;
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if(ras->platform == rw::platform)
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return ras;
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// compatible platforms
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if(ras->platform == PLATFORM_D3D8 && rw::platform == PLATFORM_D3D9 ||
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ras->platform == PLATFORM_D3D9 && rw::platform == PLATFORM_D3D8)
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return ras;
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Image *img = ras->toImage();
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ras->destroy();
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img->unindex();
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@ -306,9 +314,7 @@ ConvertTexRaster(rw::Raster *ras)
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RwBool rwNativeTextureHackRead(RwStream *stream, RwTexture **tex, RwInt32 size)
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{
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*tex = Texture::streamReadNative(stream);
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#ifdef RW_GL3
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if(strcmp((*tex)->name, "copnu") == 0)
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tex = tex;
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#ifdef LIBRW
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(*tex)->raster = ConvertTexRaster((*tex)->raster);
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#endif
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return *tex != nil;
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@ -830,4 +836,10 @@ RwBool RtCharsetDestroy(RtCharset * charSet) { charSet->destroy(); return
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// fake shit
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RwInt32 _rwD3D8FindCorrectRasterFormat(RwRasterType type, RwInt32 flags) { return 1; }
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RwInt32 _rwD3D8FindCorrectRasterFormat(RwRasterType type, RwInt32 flags)
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{
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#ifdef RW_GL3
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return '3LGO';
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#endif
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return flags & 0xF00;
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}
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