bugfix(texture): Fix Generals missing texture and vegetation at lowest texture resolution#3013
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…t texture resolution Removed the adjustment of reduction factor due to comparison with texture_min_dimension.
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| Filename | Overview |
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| Generals/Code/Libraries/Source/WWVegas/WW3D2/ddsfile.cpp | Removes a redundant, semantically incorrect comparison between mip-level count and minimum texture dimension; existing caller-side reduction validation preserves valid mip bounds. |
Reviews (1): Last reviewed commit: "bugfix(texture): Fix Generals missing te..." | Re-trigger Greptile
xezon
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Nice find. Would have been implicitly fixed on game merge :-)
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Sure! If you'd like me to complete the merge of the file please do tell. |
In General's
DDSFileClasstheReductionFactorwas being set to 0 because it was compared withWW3D::Get_Texture_Min_Dimension()which is different from its meaning and use. Hence, this adjustment was removed.Also note that this results in a difference with retail where the vegetation and assets weren't being reduced properly at the lowest setting. I confirmed that the vegetation now looks similar to Zero hour's lowest setting (as opposed to higher detail even at lowest setting in retail generals). I also didn't notice a regression at higher resolutions.
Retail Generals
Fixed Generals