Thanks for the help on how to launch the demo wad.
I've fixed the fog crash and improved how the renderer handles FDynamicColormap (fog and testcolor). It comes with a bit of performance drop in true color mode when a dynamic colormap is active. Mainly that my SSE/assembly abilities are so poor that I could not figure out how to effectively write the SSE. The code dealing with this is written as a define that is used in all the various SSE drawers:
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https://github.com/dpjudas/zdoom/blob/m ... ain.h#L224 <- the define itself (the intensity part is what I'm unhappy about)
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https://github.com/dpjudas/zdoom/blob/m ... ain.h#L139 <- the C code doing the same thing, for reference on what the intrinsics are trying to do
Hopefully someone more skilled in the art of SSE will be able to optimize this better. In any case, it works with the version I have - just at about 60% the frame rate as when there's no dynamic colormap active. I've uploaded a new executable if anyone wants to play around with it:
http://esoteric.clanlib.org/~mbn/zdoom-truecolor2.zip
I'm not going to attempt adding the 32bpp texture support at the moment. Pretty exhausted toying with the drawers for now. Please let me know if you see any additional rendering bugs (that isn't in zdoom's main branch).
![Smile :)](./images/smilies/icon_smile.gif)