Currently running the starting demos on loop to see how long it takes until the engine crashes.
So far, no crashes, and a memory usage of 24.656 KB. I don’t remember doing anything too special to fix the crashes, so let’s wait and see.
I’m still sure that there must be a few memory leaks in the input and/or in the console code, so maybe the fact that I haven’t used the console or played the game for a while before playing the demos is a factor.
I’ve also double-checked my screenshot enumeration algorithm, and there are no bugs in it. It was coded in a hurry, and hadn’t been properly checked for bugs before.
Now the mouse won’t be locked in the window when playing demos using a windowed video mode, and now the engine also recognizes mouse clicks when the mouse isn’t locked, so the mouse clicks can be recognized by the menus.
Skyboxes supports textures of any size (of at least 8*8 pixels) now.
The MDL model code is being reorganized, and I’m studying it to improve it, but right now I’m more interested in fixing the bugs regarding the BSP model translucency, and in finishing a few other features.
By the way, skyboxes aren’t blocking the world’s geometry; this must be fixed, but I’m afraid that fixing it will make it slower to render.