- switched the entire status bar code to use FGameTexture.
- scale the automap parchment to clean 320x200 dimensions.
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parent
5d8adb90c4
commit
c7db5b932e
16 changed files with 129 additions and 105 deletions
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@ -1239,8 +1239,8 @@ void DAutomap::ScrollParchment (double dmapx, double dmapy)
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if (backtex != nullptr)
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{
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int pwidth = backtex->GetDisplayWidth();
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int pheight = backtex->GetDisplayHeight();
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int pwidth = int(backtex->GetDisplayWidth() * CleanXfac);
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int pheight = int(backtex->GetDisplayHeight() * CleanYfac);
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while(mapxstart > 0)
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mapxstart -= pwidth;
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@ -1591,8 +1591,8 @@ void DAutomap::clearFB (const AMColor &color)
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auto backtex = TexMan.GetGameTexture(mapback);
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if (backtex != nullptr)
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{
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int pwidth = backtex->GetDisplayWidth();
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int pheight = backtex->GetDisplayHeight();
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int pwidth = int(backtex->GetDisplayWidth() * CleanXfac);
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int pheight = int(backtex->GetDisplayHeight() * CleanYfac);
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int x, y;
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//blit the automap background to the screen.
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@ -1600,7 +1600,7 @@ void DAutomap::clearFB (const AMColor &color)
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{
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for (x = int(mapxstart); x < f_w; x += pwidth)
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{
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DrawTexture(twod, backtex, x, y, DTA_ClipBottom, f_h, DTA_TopOffset, 0, DTA_LeftOffset, 0, TAG_DONE);
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DrawTexture(twod, backtex, x, y, DTA_ClipBottom, f_h, DTA_TopOffset, 0, DTA_LeftOffset, 0, DTA_DestWidth, pwidth, DTA_DestHeight, pheight, TAG_DONE);
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}
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}
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}
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