This is still on hold due to having to expand some internal structures to the max resolution size.
I have looked at it several times, and attempted changes to those structures have failed.
This will have to wait until such time that internal structures are not tied to the max resolution.
It has low necessity as a game designed for low res. does not improve that much when displayed with extreme high-res.
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Have changed the clipping arrays to be dynamic to current screen size, and only allocated for drawsegs that need them. This removes one major issue and reduces the memory usage.
Unfortunately, there are still other issues, such as many arrays dependent upon max video width.
It will take a long time to get there as the original code made many static allocations that are dependent upon the maximum video width.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
This is still on hold due to having to expand some internal structures to the max resolution size.
I have looked at it several times, and attempted changes to those structures have failed.
This will have to wait until such time that internal structures are not tied to the max resolution.
It has low necessity as a game designed for low res. does not improve that much when displayed with extreme high-res.
Have changed the clipping arrays to be dynamic to current screen size, and only allocated for drawsegs that need them. This removes one major issue and reduces the memory usage.
Unfortunately, there are still other issues, such as many arrays dependent upon max video width.
It will take a long time to get there as the original code made many static allocations that are dependent upon the maximum video width.