- 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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d1655ca2b9
commit
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21 changed files with 676 additions and 246 deletions
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@ -444,7 +444,7 @@ void FPNGTexture::MakeTexture ()
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//
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//===========================================================================
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int FPNGTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
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int FPNGTexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
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{
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// Parse pre-IDAT chunks. I skip the CRCs. Is that bad?
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PalEntry pe[256];
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@ -469,7 +469,9 @@ int FPNGTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heigh
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case MAKE_ID('P','L','T','E'):
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for(int i=0;i<PaletteSize;i++)
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{
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lump >> pe[i].r >> pe[i].g >> pe[i].b;
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}
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break;
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case MAKE_ID('t','R','N','S'):
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@ -496,20 +498,20 @@ int FPNGTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heigh
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{
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case 0:
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case 3:
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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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break;
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case 2:
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screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, Pixels, Width, Height, 3, pixwidth, CF_RGB);
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screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, Pixels, Width, Height, 3, pixwidth, CF_RGB);
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break;
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case 4:
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screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, Pixels, Width, Height, 2, pixwidth, CF_IA);
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screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, Pixels, Width, Height, 2, pixwidth, CF_IA);
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transpal = -1;
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break;
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case 6:
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screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, Pixels, Width, Height, 4, pixwidth, CF_RGBA);
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screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, Pixels, Width, Height, 4, pixwidth, CF_RGBA);
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transpal = -1;
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break;
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