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cg_main: reorder the game data loading#3312

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illwieckz merged 1 commit intomasterfrom
illwieckz/loading
Mar 13, 2025
Merged

cg_main: reorder the game data loading#3312
illwieckz merged 1 commit intomasterfrom
illwieckz/loading

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@illwieckz
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@illwieckz illwieckz commented Feb 4, 2025

Reorder the game data loading.

  • Load map geometry at first so map entities are read and texture options are read before loading textures.
  • Load game data explicitly with explicit options before loading configs that may load them implicitly.

Required by:

- Load map geometry at first so map entities are read and texture options
  are read before loading textures.
- Load game data explicitly with explicit options before loading configs
  that may load them implicitly.
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@DolceTriade DolceTriade left a comment

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Didn't test but looks reasonable

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@slipher slipher left a comment

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That's a very hacky way to solve the sRGB code's issues, but it is a good idea for a different reason: see DaemonEngine/Daemon#1079 (comment). This forces some of the translucent weapon effects to always in front of translucent map surfaces, rather than always behind them.

LGTM modulo comment


CG_InitMinimap();

/* Always do this before loading any texture, as texture options may have
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If you are going to say this please link to the issue/PR, since this code is not merged and may end up working in a different way, or have that issue fixed soon afterward.

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Done.

@VReaperV
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That's a very hacky way to solve the sRGB code's issues, but it is a good idea for a different reason: see DaemonEngine/Daemon#1079 (comment). This forces some of the translucent weapon effects to always in front of translucent map surfaces, rather than always behind them.

LGTM modulo comment

I assume this just creates the opposite problem: every projectile etc. will be rendered in front of map translucent surfaces that it might actually be behind. This does seem to improve things though, as this problem is comparatively rare.

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slipher commented Feb 17, 2025

I assume this just creates the opposite problem: every projectile etc. will be rendered in front of map translucent surfaces that it might actually be behind. This does seem to improve things though, as this problem is comparatively rare.

Correct.

@illwieckz illwieckz merged commit 5187edd into master Mar 13, 2025
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@illwieckz illwieckz deleted the illwieckz/loading branch March 13, 2025 20:26
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4 participants