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Add texture distance
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5
images.h
5
images.h
@ -44,7 +44,10 @@ static inline uint8_t SFG_getTexel(const uint8_t *texture, uint8_t x, uint8_t y)
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& 0x0f];
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& 0x0f];
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}
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}
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SFG_PROGRAM_MEMORY uint8_t SFG_wallTextures[][SFG_TEXTURE_STORE_SIZE] =
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#define SFG_WALL_TEXTURE_COUNT 16
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SFG_PROGRAM_MEMORY uint8_t
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SFG_wallTextures[SFG_WALL_TEXTURE_COUNT][SFG_TEXTURE_STORE_SIZE] =
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{
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{
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{ // 0, white wooden planks
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{ // 0, white wooden planks
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4,21,5,3,20,0,2,26,6,18,57,65,1,16,17,49,0,1,0,3,32,1,33,0,161,64,1,16,64,3,3,
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4,21,5,3,20,0,2,26,6,18,57,65,1,16,17,49,0,1,0,3,32,1,33,0,161,64,1,16,64,3,3,
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2
levels.h
2
levels.h
@ -1050,7 +1050,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_levels[SFG_NUMBER_OF_LEVELS] =
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}
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}
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},
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},
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#include "assets/tmp.txt"
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#include "/home/tastyfish/Git/sucklessFPS/assets/tmp.txt"
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,
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,
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{ // level 6
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{ // level 6
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96
main.c
96
main.c
@ -125,6 +125,10 @@ void SFG_init();
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#define RCL_CAMERA_COLL_HEIGHT_BELOW 800
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#define RCL_CAMERA_COLL_HEIGHT_BELOW 800
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#define RCL_CAMERA_COLL_HEIGHT_ABOVE 200
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#define RCL_CAMERA_COLL_HEIGHT_ABOVE 200
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#if SFG_TEXTURE_DISTANCE == 0
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#define RCL_COMPUTE_WALL_TEXCOORDS 0
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#endif
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#include "raycastlib.h"
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#include "raycastlib.h"
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#include "texts.h"
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#include "texts.h"
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@ -261,6 +265,10 @@ struct
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stores the number of frames for which the
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stores the number of frames for which the
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key has been held. */
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key has been held. */
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uint8_t zBuffer[SFG_Z_BUFFER_SIZE];
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uint8_t zBuffer[SFG_Z_BUFFER_SIZE];
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uint8_t textureAverageColors[SFG_WALL_TEXTURE_COUNT]; /**< Contains average
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color for each wall texture. */
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int8_t backgroundScaleMap[SFG_GAME_RESOLUTION_Y];
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int8_t backgroundScaleMap[SFG_GAME_RESOLUTION_Y];
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uint16_t backgroundScroll;
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uint16_t backgroundScroll;
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uint8_t spriteSamplingPoints[SFG_MAX_SPRITE_SIZE]; /**< Helper for
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uint8_t spriteSamplingPoints[SFG_MAX_SPRITE_SIZE]; /**< Helper for
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@ -655,6 +663,32 @@ static inline uint8_t SFG_fogValueDiminish(RCL_Unit depth)
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return depth / SFG_FOG_DIMINISH_STEP;
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return depth / SFG_FOG_DIMINISH_STEP;
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}
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}
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static inline uint8_t SFG_getTexelFull(uint8_t textureIndex,RCL_Unit u, RCL_Unit v)
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{
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return
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SFG_getTexel(
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textureIndex != 255 ?
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SFG_currentLevel.textures[textureIndex] :
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SFG_wallTextures[SFG_currentLevel.levelPointer->doorTextureIndex],
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u / 32,
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v / 32);
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}
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static inline uint8_t SFG_getTexelAverage(uint8_t textureIndex)
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{
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return
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textureIndex != 255 ?
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SFG_game.textureAverageColors[
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SFG_currentLevel.levelPointer->textureIndices[textureIndex]]
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:
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(
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SFG_game.textureAverageColors[
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SFG_currentLevel.levelPointer->doorTextureIndex]
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+ 1 // to distinguish from normal walls
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);
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}
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void SFG_pixelFunc(RCL_PixelInfo *pixel)
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void SFG_pixelFunc(RCL_PixelInfo *pixel)
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{
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{
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uint8_t color;
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uint8_t color;
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@ -688,21 +722,28 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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):
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):
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((pixel->hit.type & 0x38) >> 3);
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((pixel->hit.type & 0x38) >> 3);
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#if SFG_TEXTURE_DISTANCE != 0
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RCL_Unit textureV = pixel->texCoords.y;
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RCL_Unit textureV = pixel->texCoords.y;
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if ((pixel->hit.type & SFG_TILE_PROPERTY_MASK) ==
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if ((pixel->hit.type & SFG_TILE_PROPERTY_MASK) ==
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SFG_TILE_PROPERTY_SQUEEZER)
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SFG_TILE_PROPERTY_SQUEEZER)
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textureV += pixel->wallHeight;
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textureV += pixel->wallHeight;
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#endif
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color =
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color =
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textureIndex != SFG_TILE_TEXTURE_TRANSPARENT ?
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textureIndex != SFG_TILE_TEXTURE_TRANSPARENT ?
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(SFG_getTexel(
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(
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textureIndex != 255 ?
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#if SFG_TEXTURE_DISTANCE >= 65535
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SFG_currentLevel.textures[textureIndex]:
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SFG_getTexelFull(textureIndex,pixel->texCoords.x,textureV)
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SFG_wallTextures[SFG_currentLevel.levelPointer->doorTextureIndex],
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#elif SFG_TEXTURE_DISTANCE == 0
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pixel->texCoords.x / 32,
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SFG_getTexelAverage(textureIndex)
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textureV / 32)
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#else
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) :
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pixel->depth <= SFG_TEXTURE_DISTANCE ?
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SFG_getTexelFull(textureIndex,pixel->texCoords.x,textureV) :
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SFG_getTexelAverage(textureIndex)
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#endif
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)
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:
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SFG_TRANSPARENT_COLOR;
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SFG_TRANSPARENT_COLOR;
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shadow = pixel->hit.direction >> 1;
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shadow = pixel->hit.direction >> 1;
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@ -1336,6 +1377,47 @@ void SFG_init()
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SFG_game.rayConstraints.maxHits = SFG_RAYCASTING_MAX_HITS;
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SFG_game.rayConstraints.maxHits = SFG_RAYCASTING_MAX_HITS;
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SFG_game.rayConstraints.maxSteps = SFG_RAYCASTING_MAX_STEPS;
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SFG_game.rayConstraints.maxSteps = SFG_RAYCASTING_MAX_STEPS;
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SFG_LOG("computing average texture colors")
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for (uint8_t i = 0; i < SFG_WALL_TEXTURE_COUNT; ++i)
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{
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/** For simplicity, we round colors so that there is only 64 of them, and
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we count them up to 256. */
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uint8_t colorHistogram[64];
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for (uint8_t j = 0; j < 64; ++j)
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colorHistogram[j] = 0;
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for (uint8_t y = 0; y < SFG_TEXTURE_SIZE; ++y)
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for (uint8_t x = 0; x < SFG_TEXTURE_SIZE; ++x)
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{
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uint8_t color = SFG_getTexel(SFG_wallTextures[i],x,y) / 4;
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colorHistogram[color] += 1;
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if (colorHistogram[color] == 255)
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break;
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}
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uint8_t maxIndex = 0;
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for (uint8_t j = 0; j < 64; ++j)
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{
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if (colorHistogram[j] == 255)
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{
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maxIndex = j;
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break;
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}
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if (colorHistogram[j] > colorHistogram[maxIndex])
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maxIndex = j;
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}
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SFG_game.textureAverageColors[i] = maxIndex * 4;
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}
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for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_Y; ++i)
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for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_Y; ++i)
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SFG_game.backgroundScaleMap[i] =
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SFG_game.backgroundScaleMap[i] =
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(i * SFG_TEXTURE_SIZE) / SFG_GAME_RESOLUTION_Y;
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(i * SFG_TEXTURE_SIZE) / SFG_GAME_RESOLUTION_Y;
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@ -17,8 +17,12 @@
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#include "settings.h"
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#include "settings.h"
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#define SFG_LOG(str) printf("game: %s\n",str); // for debug only
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#define SFG_TEXTURE_DISTANCE 5000
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#undef SFG_FPS
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#undef SFG_FPS
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#define SFG_FPS 50
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#define SFG_FPS 35
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#undef SFG_SCREEN_RESOLUTION_X
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#undef SFG_SCREEN_RESOLUTION_X
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#define SFG_SCREEN_RESOLUTION_X 110
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#define SFG_SCREEN_RESOLUTION_X 110
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@ -53,6 +53,15 @@
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*/
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*/
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#define SFG_SCREEN_RESOLUTION_Y 768
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#define SFG_SCREEN_RESOLUTION_Y 768
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/**
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Distance, in RCL_Units, to which textures will be drawn. Textures behind this
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distance will be replaced by an average constant color, which can help
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performance. Value 0 turns texturing completely off, which is much faster than
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having just a low value, values >= 65535 activate texturing completely, which
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can be a little faster than setting having a high value lower than this limit.
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*/
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#define SFG_TEXTURE_DISTANCE 100000
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/**
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/**
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How many times the screen resolution will be divided (how many times a game
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How many times the screen resolution will be divided (how many times a game
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pixel will be bigger than the screen pixel).
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pixel will be bigger than the screen pixel).
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