- Added a framework for drawing the 2D screen elements with Direct3D textures.

They are not actually drawn with it yet, nor is it complete, but it's
  something to start with.
- Split up DCanvas::DrawTexture() into more pieces to make it easier to
  virtualize.
- Removed support for non-32-bit palette textures from D3DFB. What kind of
  card supports pixel shaders but not 32-bit textures?


SVN r605 (trunk)
This commit is contained in:
Randy Heit 2007-12-20 04:36:43 +00:00
commit 111853e623
17 changed files with 1867 additions and 984 deletions

View file

@ -430,7 +430,7 @@ CVAR (Flag, compat_invisibility,compatflags, COMPATF_INVISIBILITY);
// Draw current display, possibly wiping it from the previous
//
//==========================================================================
CVAR(Bool,test2d,true,0)
void D_Display (bool screenshot)
{
bool wipe;
@ -630,7 +630,25 @@ void D_Display (bool screenshot)
M_Drawer (); // menu is drawn even on top of everything
FStat::PrintStat ();
if (!screenshot)
{
#if 0
if (test2d)
screen->Begin2D();
screen->DrawTexture(TexMan["M_HTIC"], 0, 0,
DTA_Clean, true,
TAG_DONE);
screen->DrawTexture(TexMan["XHAIRB3"], 200, 100,
DTA_DestWidth, 128,
DTA_DestHeight, 128,
DTA_Alpha, ((gametic & 31) + 1) << (16-5),
// DTA_RenderStyle, STYLE_Add,
DTA_FillColor, MAKEARGB(ColorMatcher.Pick(254,254,0),254,254,0),
DTA_AlphaChannel, true,
TAG_DONE);
screen->End2D();
#endif
screen->Update (); // page flip or blit buffer
}
}
else
{