Enable all composite textures (for now)

This commit is contained in:
Lephenixnoir 2021-08-03 14:54:20 +02:00
parent c7961f7992
commit e4c06f1ec5
Signed by: Lephenixnoir
GPG Key ID: 1BBA026E13FC0495
2 changed files with 7 additions and 7 deletions

1
README
View File

@ -15,7 +15,6 @@ TODO:
-> Fix screen not cleared when changing resolution
-> Shareware WAD crashes at the end of E1M4 (and in E1M9)
-> Ultimate DOOM WAD runs out of memory at the end of E1M2
-> Some bad textures here and there
-> Supply more VRAM memory to internal allocator
-> Level selector
-> Rate-limit the game when overclocking

View File

@ -373,15 +373,16 @@ const byte* R_GetColumn ( int tex, int col )
lump = texturecolumnlump[tex][col];
ofs = texturecolumnofs[tex][col];
//CGD: hack - this program is not DOOM any more
//it is cripled doom
// to save RAM, do not use composite textures, but use just some texture
//FAIL: switches are not visible, so try to make composite textures only for small sizes
if((lump <= 0) && (texturecompositesize[tex] > 8192))
/* CGDOOM: To save RAM in WADs bound by limited memory, composite textures
can be allowed only up to a certain size. Original CGDOOM limits to 8192
bytes to that switches can appear, but some other textures fail. */
#if 0
if(lump <= 0 && texturecompositesize[tex] > 8192)
{
lump = 990;
ofs = 267;
}
#endif
if (lump > 0)
return (const byte *)W_CacheLumpNumConst(lump,PU_CACHE)+ofs;
@ -865,4 +866,4 @@ void R_PrecacheLevel (void)
free(texturepresent);
free(spritepresent);
}
#endif
#endif