- Changed the way gamma works for D3DFB: In windowed mode, the display is
drawn to a texture, then that texture is copied to the real back buffer using a gamma-correcting pixel shader. In fullscreen mode, SetGammaRamp is used. - Fixed flashing of vid_fps display when fps > 1000. - Fixed loading of RGB textures for native 2D mode. - Changed the first rotozoomer's data because it just became too obvious when the backdrop is drawn with a full 256 distinct colors available. - Set the player backdrop to update no more frequently than 35 FPS, so opening the player setup menu before starting a game won't produce a very fast moving backdrop. - Changed the player backdrop into a texture so that it can be drawn like anything else. SVN r648 (trunk)
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21 changed files with 676 additions and 246 deletions
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@ -236,7 +236,7 @@ static void maybedrawnow (bool tick, bool force)
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if (nowtime - lastprinttime > 1 || force)
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{
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screen->Lock (false);
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C_DrawConsole ();
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C_DrawConsole (false);
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screen->Update ();
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lastprinttime = nowtime;
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}
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@ -1094,7 +1094,7 @@ void C_SetTicker (unsigned int at, bool forceUpdate)
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maybedrawnow (true, TickerVisible ? forceUpdate : false);
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}
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void C_DrawConsole ()
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void C_DrawConsole (bool hw2d)
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{
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static int oldbottom = 0;
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int lines, left, offset;
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@ -1138,6 +1138,7 @@ void C_DrawConsole ()
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DTA_DestWidth, screen->GetWidth(),
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DTA_DestHeight, screen->GetHeight(),
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DTA_ColorOverlay, conshade,
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DTA_Alpha, hw2d ? FRACUNIT*3/4 : FRACUNIT,
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DTA_Masked, false,
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TAG_DONE);
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if (conline && visheight < screen->GetHeight())
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