Beispiel #1
0
//
// R_InitData
// Locates all the lumps
//  that will be used by all views
// Must be called after W_Init.
//
void R_InitData (void)
{
    R_InitTextures ();
    printf ("\nInitTextures");
    R_InitColormaps ();
    printf ("\nInitColormaps");
}
Beispiel #2
0
//
// R_InitData
// Locates all the lumps
//  that will be used by all views
// Must be called after W_Init.
//
void R_InitData(void)
{
    R_InitTextures();
    R_InitFlats();
    R_InitSpriteLumps();
    R_InitColormaps();
}
Beispiel #3
0
//
// R_InitData
// Locates all the lumps
//  that will be used by all views
// Must be called after W_Init.
//
void R_InitData (void)
{
    R_InitTextures ();
    I_Printf ("\nInitTextures");
    R_InitFlats ();
    I_Printf ("\nInitFlats");
    R_InitSpriteLumps ();
    I_Printf ("\nInitSprites");
    R_InitColormaps ();
    I_Printf ("\nInitColormaps");
}
Beispiel #4
0
//
// R_InitData
// Locates all the lumps
//  that will be used by all views
// Must be called after W_Init.
//
void R_InitData (void)
{
    R_InitTextures ();
    printf ("InitTextures\n\r");
    R_InitFlats ();
    printf ("InitFlats\n\r");
    R_InitSpriteLumps ();
    printf ("InitSprites\n\r");
    R_InitColormaps ();
    printf ("InitColormaps\n\r");
}
Beispiel #5
0
void R_InitData(void)
{
  lprintf(LO_INFO, "Textures ");
  R_InitTextures();
  lprintf(LO_INFO, "Flats ");
  R_InitFlats();
  lprintf(LO_INFO, "Sprites ");
  R_InitSpriteLumps();
  if (default_translucency)             // killough 3/1/98
    R_InitTranMap(1);                   // killough 2/21/98, 3/6/98
  R_InitColormaps();                    // killough 3/20/98
}
Beispiel #6
0
/*
================
=
= R_InitData
=
= Locates all the lumps that will be used by all views
= Must be called after W_Init
=================
*/

void R_InitData (void)
{
	tprintf("\nR_InitTextures ",0);
	R_InitTextures ();
//printf (".");
	tprintf("R_InitFlats\n",0);
	R_InitFlats ();
	IncThermo();
//printf (".");
	tprintf("R_InitSpriteLumps ",0);
	R_InitSpriteLumps ();
	IncThermo();
//printf (".");
	R_InitColormaps ();
Beispiel #7
0
//
// R_InitData
// Locates all the lumps
//  that will be used by all views
// Must be called after W_Init.
//
void R_InitData (void)
{
    R_InitTextures ();
    sprintf (MsgText,"\nInitTextures");
    WriteDebug(MsgText);
    R_InitFlats ();
    sprintf (MsgText,"\nInitFlats");
    WriteDebug(MsgText);
    R_InitSpriteLumps ();
    sprintf (MsgText,"\nInitSprites");
    WriteDebug(MsgText);
    R_InitColormaps ();
    sprintf (MsgText,"\nInitColormaps");
    WriteDebug(MsgText);
}
Beispiel #8
0
//
// D_Init
//
// Called to initialize subsystems when loading a new set of WAD resource
// files.
//
void D_Init()
{
	// only print init messages during startup, not when changing WADs
	static bool first_time = true;

	SetLanguageIDs();

	M_ClearRandom();

	// [AM] Init rand() PRNG, needed for non-deterministic maplist shuffling.
	srand(time(NULL));

	// start the Zone memory manager
	bool use_zone = !Args.CheckParm("-nozone");
	Z_Init(use_zone);
	if (first_time)
		Printf(PRINT_HIGH, "Z_Init: Heapsize: %u megabytes\n", got_heapsize);

	// Load palette and set up colormaps
	V_InitPalette("PLAYPAL");
	R_InitColormaps();

//	if (first_time)
//		Printf(PRINT_HIGH, "Res_InitTextureManager: Init image resource management.\n");
//	Res_InitTextureManager();

	// [RH] Initialize localizable strings.
	GStrings.FreeData();
	GStrings.LoadStrings(W_GetNumForName("LANGUAGE"), STRING_TABLE_SIZE, false);
	GStrings.Compact();

	// init the renderer
	if (first_time)
		Printf(PRINT_HIGH, "R_Init: Init DOOM refresh daemon.\n");
	R_Init();

	G_SetLevelStrings();
	G_ParseMapInfo();
	G_ParseMusInfo();
	S_ParseSndInfo();

	if (first_time)
		Printf(PRINT_HIGH, "P_Init: Init Playloop state.\n");
//	P_InitEffects();
	P_Init();

	first_time = false;
}
Beispiel #9
0
//
// R_InitData
// Locates all the lumps
//  that will be used by all views
// Must be called after W_Init.
//
void R_InitData (void)
{
#ifndef PADDED_STRUCTS
    R_CheckStructs ();
#endif
    W_Find_Start_Ends ();
    printf ("\nInitFlats");		// Must be first.
    R_InitFlats ();
    printf ("\nInitTextures");
    R_InitTextures ();
    printf ("\nInitSprites");
    R_InitSpriteLumps ();
    //printf ("\nInitColormaps");
    R_InitColormaps (0);
    printf ("\n");
}
Beispiel #10
0
//
// R_InitData
//
// Locates all the lumps
//  that will be used by all views
// Must be called after W_Init.
//
void R_InitData()
{
   static bool firsttime = true;

   P_InitSkins();
   R_InitColormaps();                    // killough 3/20/98
   R_ClearSkyTextures();                 // haleyjd  8/30/02
   R_InitTextures();
   R_InitSpriteLumps();

   if(general_translucency)             // killough 3/1/98, 10/98
   {
      R_InitTranMap(true);          // killough 2/21/98, 3/6/98
      R_InitSubMap(true);
   }
   else
   {
      // sf: fill in dots missing from no translucency build
      for(int i = 0; i < 8; i++)
         V_LoadingIncrease();    // 8 '.'s
   }

   // haleyjd 11/21/09: first time through here, set DOOM thingtype translucency
   // styles. Why only the first time? We don't need to do this if R_Init is 
   // invoked through adding a new wad file.
   
   // haleyjd 01/28/10: also initialize tantoangle_acc table
   
   if(firsttime)
   {
      Table_InitTanToAngle();
      R_DoomTLStyle();
      firsttime = false;
   }
   
   // process SMMU Doom->Doom2 texture conversion table
   R_LoadDoom1();
}