- 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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parent
d1655ca2b9
commit
834e4bef32
21 changed files with 676 additions and 246 deletions
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@ -418,7 +418,7 @@ void FPCXTexture::MakeTexture()
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//
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//===========================================================================
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int FPCXTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
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int FPCXTexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
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{
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PalEntry pe[256];
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PCXHeader header;
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@ -472,14 +472,14 @@ int FPCXTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heigh
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lump.Seek(sizeof(header), SEEK_SET);
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ReadPCX8bits (Pixels, lump, &header);
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}
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screen->CopyPixelData(buffer, buf_width, buf_height, x, y, Pixels, Width, Height, 1, Width, pe);
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screen->CopyPixelData(buffer, buf_pitch, buf_height, x, y, Pixels, Width, Height, 1, Width, pe);
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}
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else
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{
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Pixels = new BYTE[Width*Height * 3];
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BYTE * row = buffer;
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ReadPCX24bits (Pixels, lump, &header, 3);
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screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, Pixels, Width, Height, 3, Width*3, CF_RGB);
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screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, Pixels, Width, Height, 3, Width*3, CF_RGB);
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}
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delete [] Pixels;
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return 0;
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