- 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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@ -481,11 +481,11 @@ void FTexture::FillBuffer(BYTE *buff, int pitch, int height, FTextureFormat fmt)
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//
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//===========================================================================
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int FTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
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int FTexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
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{
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PalEntry * palette = screen->GetPalette();
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palette[0].a=255; // temporarily modify the first color's alpha
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screen->CopyPixelData(buffer, buf_width, buf_height, x, y,
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screen->CopyPixelData(buffer, buf_pitch, buf_height, x, y,
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GetPixels(), Width, Height, Height, 1,
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palette);
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