- 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

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