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Fix wipes in low resolutions
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parent
31d1ef8db0
commit
a984d979d1
2 changed files with 11 additions and 11 deletions
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@ -2538,14 +2538,14 @@ EXPORT void HWRAPI(MakeScreenTexture) (void)
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if (firstTime)
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{
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#ifdef KOS_GL_COMPATIBILITY
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_FILTER_NONE);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_FILTER_NONE);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_FILTER_NONE);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_FILTER_NONE);
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#else
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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#endif
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Clamp2D(GL_TEXTURE_WRAP_S);
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Clamp2D(GL_TEXTURE_WRAP_T);
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Clamp2D(GL_TEXTURE_WRAP_S);
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Clamp2D(GL_TEXTURE_WRAP_T);
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#ifndef KOS_GL_COMPATIBILITY
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pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
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#endif
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@ -2654,9 +2654,6 @@ EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
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pglEnd();
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SetModelView(screen_width, screen_height);
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SetStates();
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tex_downloaded = finalScreenTexture;
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}
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@ -214,8 +214,11 @@ void OglSdlFinishUpdate(boolean waitvbl)
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HWR_DrawScreenFinalTexture(sdlw, sdlh);
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SDL_GL_SwapWindow(window);
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SetModelView(realwidth, realheight);
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SetStates();
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GClipRect(0, 0, realwidth, realheight, NZCLIP_PLANE);
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// Sryder: We need to draw the final screen texture again into the other buffer in the original position so that
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// effects that want to take the old screen can do so after this
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HWR_DrawScreenFinalTexture(realwidth, realheight);
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}
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EXPORT void HWRAPI( OglSdlSetPalette) (RGBA_t *palette, RGBA_t *pgamma)
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