- 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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@ -379,13 +379,13 @@ void FMultiPatchTexture::CheckForHacks ()
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//
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//===========================================================================
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int FMultiPatchTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
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int FMultiPatchTexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
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{
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int retv = -1;
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for(int i=0;i<NumParts;i++)
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{
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int ret = Parts[i].Texture->CopyTrueColorPixels(buffer, buf_width, buf_height,
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int ret = Parts[i].Texture->CopyTrueColorPixels(buffer, buf_pitch, buf_height,
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x+Parts[i].OriginX, y+Parts[i].OriginY);
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if (ret > retv) retv = ret;
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