- 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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@ -737,7 +737,7 @@ void FDDSTexture::DecompressDXT5 (FWadLump &lump, bool premultiplied, BYTE *tcbu
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//
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//===========================================================================
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int FDDSTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
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int FDDSTexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
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{
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FWadLump lump = Wads.OpenLumpNum (SourceLump);
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@ -763,7 +763,7 @@ int FDDSTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heigh
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}
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// All formats decompress to RGBA.
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screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, TexBuffer, Width, Height, 4, Width*4, CF_RGBA);
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screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, TexBuffer, Width, Height, 4, Width*4, CF_RGBA);
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delete [] TexBuffer;
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return -1;
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}
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