jonwil
jonwil
Have eliminated BitmapHandlerClass::Read_B8G8R8A8, BitmapHandlerClass::Write_B8G8R8A8, BitmapHandlerClass::Copy_Pixel and Scale_Bits since none of those are called in this case. Problem is in BitmapHandlerClass::Copy_Image.
https://user-images.githubusercontent.com/4471249/192097225-05d1db1f-c643-472c-8b6c-c3c1f88de049.mp4 This is a video taken from the Renegade stock w3d viewer of a w3d file with a bunch of meshes and textures. https://user-images.githubusercontent.com/4471249/192097293-f4ec8151-a4f2-4cc7-9a38-e45123df692d.mp4 This is a video taken from...
Given that VER_PLATFORM_WIN32_WINDOWS means "Windows 9x" (at least according to available documentation) maybe its better to just remove the check entirely (given that we don't even run on Windows 9x)
No, I meant removing the whole lot including the W3D::Invalidate_Textures call (since that call is inside the "if version == Windows 9x" block)
The original game code is not calling Invalidate_Textures on modern windows so why do we need to do that?
Its basically impossible for VersionInformation.dwPlatformId == VER_PLATFORM_WIN32_WINDOWS to be true on any version of Windows Thyme supports.
 This is what I get with the current w3dviewer for the Chinook. No more glitched rotor blades so I think we can call this fixed.
If I change W3DModuleFactory::Init and replace W3DLaserDraw::Friend_New_Module_Instance and W3DLaserDraw::Friend_New_Module_Data with the game exe addresses, the issue goes away and the texture draws properly. If I make SegLineRendererClass::Render into Call_Method, the...
Making W3DLaserDraw::Do_Draw_Module into Call_Method doesn't make the issue go away either.
Obsoleted by my new work.