add -img2dds support
cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted)
some minor OGL cleanup and small performance changes
converge the various pcx_read_bitmap* functions into one
cleanup/rename/remove some cmdline options
OGL can take advantage of this if they want but it won't break
anything if they don't. also state block code has been implemented,
that's totaly internal to D3D no high level code is involved.
Tided D3D texture code. Merged remaining section code into the rest of the system.
Prepared for removal of code causing waste of memory for secondry store of textures.
Changed htl to be on by default, command now -nohtl
Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now.
In OGL it works perfectly and in both API's it doesnt switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
Its optional and off by default, use -d3d_particle to activiate.
Also bumped up D3D ambient light setting, it was way too dark.
Its now set to something similar to the original game.
started work on fixing the node model not rendering,
but most of that got commented out so I wouldn't have to deal with it
while mucking about with the polylist
Fixed up some more non standard res stuff
Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D
Made fade in credits work
Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level
Deleted directx8 directory content, has never been needed.
Also 32 bit PCX, but it still has some bugs to be worked out
Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it.
It doesnt use the backgrounds anymore but its still an improvement.
Currently it fogs to a brighter colour than it should because of Bob specular code.
I will fix this after discussing it with Bob.
Also tided up some D3D stuff, a cmdline variable name and changed a small bit of
the htl code to use the existing D3D engine instead of work around it.
And added extra information in version number on bottom left of frontend screen.
still needs a lot of work, ubt the frame rates were getting with it are incredable
the biggest problem it still has is a bad lightmanegment system, and the zbuffer
doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters,
and weapons, I think these should be modifyed to be sent through hardware,
it would be slightly faster and it would likely fix the problem
also the thruster glow/particle stuff I did is now in.
suport for seperate specular levels on lights and
optional strings for the stars table
code has been made more organised,
though there seems to be a bug in the state selecting code
resulting in the HUD being rendered incorectly
and specmapping failing ocasionaly
also there is some debug code for changeing the FOV in game,
and I have some changes to the init code to try and get a 32 or 24 bit back buffer
if posable, this may cause problems for people
the changes were all marked and if needed can be undone