------------------------------------------------------------------------ r2247 | helixhorned | 2012-01-10 15:45:34 -0800 (Tue, 10 Jan 2012) | 1 line a couple more trivial tweaks ------------------------------------------------------------------------ r2246 | helixhorned | 2012-01-10 15:45:08 -0800 (Tue, 10 Jan 2012) | 1 line md4.c/h: add consts to appropriate arguments ------------------------------------------------------------------------ r2245 | helixhorned | 2012-01-10 15:44:49 -0800 (Tue, 10 Jan 2012) | 2 lines sounds.c: check the sound number before accessing arrays with it; always do this in "(unsigned)i < bound" fashion. ------------------------------------------------------------------------ r2244 | helixhorned | 2012-01-10 15:44:35 -0800 (Tue, 10 Jan 2012) | 1 line trivial formatting / removing of old cruft / adding comments ------------------------------------------------------------------------ r2243 | helixhorned | 2012-01-10 15:44:09 -0800 (Tue, 10 Jan 2012) | 5 lines animvpx sound: fix the 'may have many sounds per frame' requirement E.g. this should work correctly now: // FLY_BY, PIPEBOMB_EXPLODE, OCTA_DYING animsounds logo { 1 244 64 14 64 144 } ------------------------------------------------------------------------ r2242 | helixhorned | 2012-01-10 15:43:54 -0800 (Tue, 10 Jan 2012) | 18 lines Possibility of specifying sounds for a VPX anim-replacement via DEF. The syntax is as follows: animsounds { frame1 sound1 frame2 sound2 ... } has to be one of the tokens: cineov2, cineov3, RADLOGO, DUKETEAM, logo, vol41a, vol42a, vol4e1, vol43a, vol4e2, or vol4e3, corresponding to hard-coded Duke3D anims. The frameN's (1-based frame numbers) have to be in ascending order (but not necessarily strictly ascending, so that a frame may have more than one sound). Example: for Duke3D's XBLA nuke logo animation (IVF extracted from nuke.webm), the following definition overlays the video with a sound sequence similar (identical save for timing) to the original nuke animation: // frame 1: FLY_BY, frame 64: PIPEBOMB_EXPLODE animsounds logo { 1 244 64 14 } ------------------------------------------------------------------------ r2241 | helixhorned | 2012-01-10 15:43:33 -0800 (Tue, 10 Jan 2012) | 3 lines In VPX 3 planed --> packed conversion code, pull constant expressions out of the loop. For the release build and the test animation, this lowers the time to 3-4 ms per conversion of one frame on my desktop machine. ------------------------------------------------------------------------ r2240 | helixhorned | 2012-01-10 15:43:18 -0800 (Tue, 10 Jan 2012) | 4 lines maint: make the following static in polymost.c: - texcacheindex *firstcacheindex, *curcacheindex - trytexcache(), gloadtile_cached() - Factor out duplicated code into clear_cache_internal() ------------------------------------------------------------------------ r2239 | helixhorned | 2012-01-07 12:37:48 -0800 (Sat, 07 Jan 2012) | 1 line Makefile.common: oops, -DNEBUG was in the debug build, not the release one ------------------------------------------------------------------------