isle-portable/LEGO1
foxtacles fdbe9a8705
Some checks are pending
CI / clang-format (push) Waiting to run
CI / ${{ matrix.name }} (false, --toolchain $GITHUB_WORKSPACE/CMake/i586-pc-msdosdjgpp.cmake, false, true, false, Ninja, DOS, ubuntu-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (false, --toolchain /usr/local/vitasdk/share/vita.toolchain.cmake, false, false, Ninja, Vita, ubuntu-latest, true, true) (push) Waiting to run
CI / ${{ matrix.name }} (false, -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION=10.0.26100.0, false, false, Visual Studio 18 2026, true, Xbox One, windows-latest, amd64, false, true) (push) Waiting to run
CI / ${{ matrix.name }} (false, -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/3DS.cmake, false, devkitpro/devkitarm:latest, false, Ninja, true, Nintendo 3DS, ubuntu-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (false, -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Switch.cmake, false, devkitpro/devkita64:latest, false, Ninja, Nintendo Switch, true, ubuntu-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (false, emcmake, false, false, true, Ninja, Emscripten, ubuntu-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (false, false, false, Ninja, true, MSVC (arm64), windows-latest, amd64_arm64, false) (push) Waiting to run
CI / ${{ matrix.name }} (false, false, true, Ninja, true, MSVC (x86), windows-latest, amd64_x86, false) (push) Waiting to run
CI / ${{ matrix.name }} (false, true, false, Ninja, true, MSVC (x64), windows-latest, amd64, false) (push) Waiting to run
CI / ${{ matrix.name }} (false, true, true, false, Ninja, true, MSVC (x64 Debug), windows-latest, amd64, false) (push) Waiting to run
CI / ${{ matrix.name }} (true, false, -DCMAKE_SYSTEM_NAME=iOS, false, false, Xcode, true, iOS, macos-15, true) (push) Waiting to run
CI / ${{ matrix.name }} (true, false, false, false, Ninja, Android, ubuntu-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (true, false, true, false, Ninja, macOS, macos-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (true, true, false, Ninja, true, mingw-w64-x86_64, mingw64, msys2 mingw64, windows-latest, msys2 {0}, true) (push) Waiting to run
CI / ${{ matrix.name }} (true, true, true, false, Ninja, true, Linux (Debug), ubuntu-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (true, true, true, false, Ninja, true, Linux, ubuntu-latest, true) (push) Waiting to run
CI / FreeBSD (push) Waiting to run
CI / Flatpak (${{ matrix.arch }}) (aarch64, ubuntu-22.04-arm) (push) Waiting to run
CI / Flatpak (${{ matrix.arch }}) (x86_64, ubuntu-latest) (push) Waiting to run
CI / C++ (push) Waiting to run
CI / Release (push) Blocked by required conditions
Docker / Publish web port (push) Waiting to run
Rescale save-loaded textures to runtime texture dimensions (#805)
* Rescale save-loaded textures to runtime texture dimensions

`LegoTextureInfo::LoadBits` sized its memcpy from the destination
DirectDraw surface and assumed the source bits matched. They don't
when the save was made under a different renderer than the current
one: HW mode squares non-square assets in `LegoImage::Read` (e.g.
128x32 -> 128x128 via row duplication), SW mode keeps the original
dimensions, and `ReadNamedTexture` always loads with `p_square=0`,
so saved bits keep whatever size they had at save time. SW save
loaded under HW caused an OOB read in `LoadBits`; HW save loaded
under SW silently truncated the source and rendered a distorted
texture.

Add `LegoImage::Resize(width, height)` (nearest-neighbor, handles
both up- and down-scale) and call it in `LoadFromNamedTexture` to
match the runtime `LegoTextureInfo` surface dimensions before
binding. Save format unchanged; `LoadBits` signature unchanged.
Square textures and matching-mode loads short-circuit on the
fast-path.

* ci: bump Android SDL3 download + Xbox One generator for VS 18

- Android: SDL3's `build-release.py` started requiring `download`
  before `android` so it can fetch the new gameinput dependency.
  (build-release.py is technically internal SDL tooling; longer-term
  we may want to invoke a different SDL3 build entry point.)

- Xbox One: windows-latest now ships VS 18, so the
  `Visual Studio 17 2022` generator can no longer find a VS install.
  Bump to `Visual Studio 18 2026`.
2026-05-15 01:45:40 +00:00
..
lego Rescale save-loaded textures to runtime texture dimensions (#805) 2026-05-15 01:45:40 +00:00
modeldb Add third person camera extension (#786) 2026-03-31 01:00:07 +02:00
mxdirectx Plug leaks until Information Center, detected by the LeakSanitizer (#764) 2026-01-04 03:35:42 +01:00
mxgeometry Merge remote-tracking branch 'isle/master' 2025-09-12 12:35:22 -07:00
mxstl Implement LegoPathController::FUN_10048310 (#1192) 2024-12-06 20:50:40 +01:00
omni DOS port (#799) 2026-05-04 01:25:27 +02:00
realtime Merge remote-tracking branch 'isle/master' 2026-03-14 16:48:49 -07:00
res Support building isle with modern MSVC + msys2 (#421) 2024-01-10 23:34:32 +01:00
tgl Plug memory leaks while moving around in the Information Center (#768) 2026-01-06 04:17:23 +01:00
viewmanager DOS port (#799) 2026-05-04 01:25:27 +02:00
cursor.h Make draw cursor feature work for modern platforms (#480) 2025-07-03 18:05:46 +02:00
define.cpp Match LegoActor and LegoPathActor in BETA10 (#1524) 2025-05-27 22:04:01 +02:00
define.h Implement/match LegoRaceActor (#1072) 2024-08-02 22:29:21 -07:00
lego1_export.h Use SDL3 functions in more locations (#44) 2024-12-24 18:04:46 -07:00
lego1_pch.h Merge remote-tracking branch 'isle/master' 2026-01-30 17:06:10 -08:00
library_msvc.h Beta match SpheresIntersect (#1745) 2026-02-14 20:16:23 -05:00
library_smack.h Fix inclusion guards of 3 files (#1509) 2025-05-20 02:15:30 +02:00
library_smartheap.h Add SmartHeap for LEGO1 (#1694) 2025-10-12 07:36:36 +02:00
main.cpp Restructure miniwin and add support for 3D backends 2025-05-29 04:07:53 +02:00