This was overlooked when the consolidation was done in 3027e0605c.
With this fix, the number of frames to be loaded is entirely defined
in a single place. This also prepares the code for a future commit
to remove the necessity of the compile-time definition entirely.
So this is interesting. If you disable Planar Reflections and visit an age with a DCM, you will crash after a few minutes. This is because plDynamicCamMap is sending the wrong plRefMsg to the plLayer. This does nothing (aside from waste time), so we keep sending the ref again and again and again and again until we get some weird heap corruption and KABLOOOOOOOOOOOEY!
Two of the big nasties, according to profiling, are the TnL enum and
creation of Direct3D objects. It turned out we were doing these things
several times (3 and 4 respectively) during the init process. So, now we
have an hsGDirect3D namespace and some smart pointers to manage them!
Remove detection for cards that are don't support at LEAST DirectX 8.
There's no way they would even be able to get past Direct3DCreate9, so we
shouldn't need to worry about them... I hope.
If you have less than 11MB VRAM or need to use the ref implementation,
then you are using a dinosaur and have no business even attempting to play
this game.
We already link against it, so that's just a waste of time. Also, cleanup
some unneeded ddraw includes. Remember that in Direct3D9, all devices can
render in windowed mode.
Now we render titles above the progress bar and the status below (in the
same color as the progress bar!). Also, introduce a new info field that is
guaranteed to be right justified.
This changeset introduced a new plBitmap flag `kAutoGenMipmap`, which
trickles through the pipeline and becomes `D3DUSAGE_AUTOGENMIPMAP` in
standard DirectX texture creation. This flag is applied to all
DyanmicTextMaps. The end result is that DynamicTextMaps become fuzzy at a
distance, rather than choppy.
This is the beginning of efforts to reduce the scope of Windows.h. I have
shuttled it into hsWindows.h (again) and fixed the compilation of the
major apps. There is still some scope work that needs to be done, and the
Max plugin has not yet been addressed.