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hedgewars/uLandGraphics.pas
Tue, 13 Sep 2011 21:25:13 -0400
nemo
smoothing should be after despeckling
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Tue, 13 Sep 2011 00:51:02 -0400
nemo
Don't set lfDamaged for small tunnels
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Tue, 13 Sep 2011 00:13:01 -0400
nemo
Remove extra graphical resweeps, and smooth prior to despeckling. Was getting odd desync here without Land[] seemingly incorrect at end of passes. Just removing seems to fix, and code wasn't that good an idea in its prior state anyway.
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Fri, 09 Sep 2011 18:30:40 -0400
nemo
Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
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Sat, 27 Aug 2011 14:54:56 -0400
nemo
implement proper blending
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Fri, 26 Aug 2011 20:59:55 -0400
nemo
Die speckles, round N. Check that alpha is not basically empty while blending, try to match the damaged land type.
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