Fix level end screen
This was using screens[1] which I had deallocated when fixing the status bar (I incorrectly assumed it was used only for that). While the CGDOOM technique to share screens[1] to avoid allocating the 320x20 buffer for the status bar makes clear sense with that new information, I think I'll keep this 6.4 kB buffer there and rather search for ways to use more memory zones.
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@ -7,7 +7,6 @@ Credit goes to:
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* Lephenixnoir for the final fixes and fx-CG 50 version.
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TODO:
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-> Fix level recap texture
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-> Fix screen not cleared when changing resolution, add larger resolutions
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-> Try and support more WADs
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-> Reenable LTO if possible
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@ -354,7 +354,13 @@ void V_Init (void)
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/*int i;
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for (i=0 ; i< SCREEN_COUNT; i++)
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screens[i] = CGDMalloc(SCREENWIDTH*SCREENHEIGHT);*/
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/* screens[0] is the main screen */
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screens[0] = SaveVRAMBuffer;
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/* screens[1] is used for the level end sequence (intermission) */
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screens[1] = SaveVRAMBuffer + SCREENWIDTH*SCREENHEIGHT;
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/* screens[2] and screens[3] are used for wipe effects (disabled here) */
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/* screens[4] is used for the status bar (allocated by st_stuff.c) */
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//Blank the screen, to indicate on real hardware that SOMETHING is going on
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//Done since loading on real hardware takes so damn long
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