diff --git a/README b/README index 8e6a415..5d4560e 100644 --- a/README +++ b/README @@ -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 diff --git a/cgdoom/r_data.c b/cgdoom/r_data.c index 1de9d31..57141ae 100644 --- a/cgdoom/r_data.c +++ b/cgdoom/r_data.c @@ -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 \ No newline at end of file +#endif