DOSDoom on Watcom Posted on September 8, 2015 by neozeed Almost! So the floors and ceiling render, but the walls are all screwed up… so close!
I’m seeing something exactly like this, did you find the cause in the end?
Some time ago I had fixed it, but I’ve lost the machine I was using to build it. I know it has something to do that is machine specific, like signed ints or unsigned by default or something weird that is more so compiler specific.
Thanks, Found the issue!
For anyone else: the maptexture_t struct has a boolean in it, which used to be 4 bytes, but is 1 byte in c++, so just needs to be padded out to take up 4 bytes of space et voila!
That makes perfect sense!
I can see using a WORD to be fast, but you know those extra three bytes….