- 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)
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17 changed files with 1867 additions and 984 deletions
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@ -3,7 +3,7 @@
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** Texture class for PNG images
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2006 Randy Heit
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** Copyright 2004-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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@ -89,8 +89,7 @@ FTexture *FPNGTexture::Create(FileReader & data, int lumpnum)
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return NULL;
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}
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// Just for completeness, make sure the PNG has something more than an
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// IHDR.
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// Just for completeness, make sure the PNG has something more than an IHDR.
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data.Seek (4, SEEK_CUR);
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data.Read (first4bytes.b, 4);
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if (first4bytes.dw == 0)
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@ -269,6 +268,16 @@ void FPNGTexture::Unload ()
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}
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}
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FTextureFormat FPNGTexture::GetFormat()
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{
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switch (ColorType)
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{
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case 3: return TEX_Pal;
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case 0: return TEX_Gray;
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default: return TEX_RGB;
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}
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}
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const BYTE *FPNGTexture::GetColumn (unsigned int column, const Span **spans_out)
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{
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if (Pixels == NULL)
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