* (bugfix, windows) "Smoothing" no longer incorrectly turns on if you lose/regain focus
git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1477 353e56fe-9613-0410-8469-b96ad8e6f29c
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0fe6c06c7d
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2 changed files with 17 additions and 12 deletions
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@ -57,4 +57,5 @@ www.rtsoft.com
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* (bugfix) Fixed issue where 32 bit tilebitmaps would go wonky when reloading the surface
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* (bugfix) Fixed issue where 32 bit tilebitmaps would go wonky when reloading the surface
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* Default color under status bar is now black, fixes issue when transparent colors are used in the stats area, random garbage would show through
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* Default color under status bar is now black, fixes issue when transparent colors are used in the stats area, random garbage would show through
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* (windows) Version # is now shown in title bar
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* (windows) Version # is now shown in title bar
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* (bugfix) Fixed some issues with how default offsets are calculated, it fixed some problems where sprites would be in the wrong place in certain DMODs
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* (bugfix) Fixed some issues with how default offsets are calculated, it fixed some problems where sprites would be in the wrong place in certain DMODs
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* (bugfix, windows) "Smoothing" no longer incorrectly turns on if you lose/regain focus
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@ -111,6 +111,7 @@ IDirectDrawSurface * InitOffscreenSurface(int x, int y, IDirectDrawSurface::eMod
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{
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{
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pdds->m_pGLSurf = new Surface;
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pdds->m_pGLSurf = new Surface;
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pdds->m_pGLSurf->SetSmoothing(GetApp()->GetVar("smoothing")->GetUINT32() != 0);
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if (GetApp()->GetVar("smoothing")->GetUINT32())
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if (GetApp()->GetVar("smoothing")->GetUINT32())
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{
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{
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pdds->m_pGLSurf->SetTextureType(Surface::TYPE_GUI);
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pdds->m_pGLSurf->SetTextureType(Surface::TYPE_GUI);
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@ -247,6 +248,9 @@ void IDirectDrawSurface::UpdateShadowSurface()
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if (!m_pGLSurf)
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if (!m_pGLSurf)
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{
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{
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m_pGLSurf = new Surface;
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m_pGLSurf = new Surface;
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m_pGLSurf->SetSmoothing(GetApp()->GetVar("smoothing")->GetUINT32() != 0);
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if (GetApp()->GetVar("smoothing")->GetUINT32())
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if (GetApp()->GetVar("smoothing")->GetUINT32())
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{
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{
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m_pGLSurf->SetTextureType(Surface::TYPE_GUI);
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m_pGLSurf->SetTextureType(Surface::TYPE_GUI);
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@ -274,14 +278,14 @@ void IDirectDrawSurface::UpdateShadowSurface()
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m_pGLSurf->UpdateSurfaceRect(rtRect(0,0, s.GetWidth(), s.GetHeight()), s.GetPixelData());
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m_pGLSurf->UpdateSurfaceRect(rtRect(0,0, s.GetWidth(), s.GetHeight()), s.GetPixelData());
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m_pGLSurf->SetUsesAlpha(m_pSurf->GetUsesAlpha());
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m_pGLSurf->SetUsesAlpha(m_pSurf->GetUsesAlpha());
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if (s.GetHasPremultipliedAlpha())
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if (s.GetHasPremultipliedAlpha())
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{
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{
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m_pGLSurf->SetBlendingMode(Surface::BLENDING_PREMULTIPLIED_ALPHA);
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m_pGLSurf->SetBlendingMode(Surface::BLENDING_PREMULTIPLIED_ALPHA);
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}
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}
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// if (m_pSurf) m_pSurf->SetModified(false); //WARNING: Seth changed on 8/21/2017, seems like this fixes issue with constantly re-initting surfaces
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// if (m_pSurf) m_pSurf->SetModified(false); //WARNING: Seth changed on 8/21/2017, seems like this fixes issue with constantly re-initting surfaces
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// SAFE_FREE(m_pSurf);
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// SAFE_FREE(m_pSurf);
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}
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}
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@ -298,10 +302,10 @@ void IDirectDrawSurface::UpdateShadowSurface()
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m_pSurf->FlipY();
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m_pSurf->FlipY();
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m_pGLSurf->SetUsesAlpha(m_pSurf->GetUsesAlpha());
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m_pGLSurf->SetUsesAlpha(m_pSurf->GetUsesAlpha());
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if (m_pSurf->GetHasPremultipliedAlpha())
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if (m_pSurf->GetHasPremultipliedAlpha())
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{
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{
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m_pGLSurf->SetBlendingMode(Surface::BLENDING_PREMULTIPLIED_ALPHA);
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m_pGLSurf->SetBlendingMode(Surface::BLENDING_PREMULTIPLIED_ALPHA);
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}
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}
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}
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}
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