In the rare case where kernel thread scheduling causes hitching issues
(SteamOS?), there should be an option to dynamically toggle multithread
dispatch of plane drawing.
Two reasons:
- Makes it more straight-forward to add brightmaps to the non-power-of-two rendering functions.
- Made it easier to split off brightmap rendering. Hopefully improves performance, but I haven't thoroughly tested this.
Both X and Y offsets work on sky textures now. Old incorrect offset has been removed, so old skies lined up with the horizon special should be set to +16 Y offset.
- Avoid iterating displayplayers to find view number and
prefer R_GetViewNumber.
- Iterate over all matching displayplayers if necessary,
instead of stopping at the first match.
- Ensures that column drawer doesn't read out of bounds
the brightmap column.
- Refactored code in r_segs.cpp, so it checks
R_TextureHasBrightmap.
- Added comments for plane brightmaps and sprite
brightmaps, that these are still error-prone.