- 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)
This commit is contained in:
Randy Heit 2007-12-27 04:30:12 +00:00
commit 834e4bef32
21 changed files with 676 additions and 246 deletions

View file

@ -236,7 +236,7 @@ static void maybedrawnow (bool tick, bool force)
if (nowtime - lastprinttime > 1 || force)
{
screen->Lock (false);
C_DrawConsole ();
C_DrawConsole (false);
screen->Update ();
lastprinttime = nowtime;
}
@ -1094,7 +1094,7 @@ void C_SetTicker (unsigned int at, bool forceUpdate)
maybedrawnow (true, TickerVisible ? forceUpdate : false);
}
void C_DrawConsole ()
void C_DrawConsole (bool hw2d)
{
static int oldbottom = 0;
int lines, left, offset;
@ -1138,6 +1138,7 @@ void C_DrawConsole ()
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(),
DTA_ColorOverlay, conshade,
DTA_Alpha, hw2d ? FRACUNIT*3/4 : FRACUNIT,
DTA_Masked, false,
TAG_DONE);
if (conline && visheight < screen->GetHeight())