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Fixed writing pre-rendered font TGAs, needed to flip image.
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1 changed files with 20 additions and 6 deletions
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@ -58,11 +58,9 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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// 4. Exit the game and there will be three dat files and at least three tga files. The
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// tga's are in 256x256 pages so if it takes three images to render a 24 point font you
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// will end up with fontImage_0_24.tga through fontImage_2_24.tga
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// 5. You will need to flip the tga's in Photoshop as the tga output code writes them upside
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// down.
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// 6. In future runs of the game, the system looks for these images and data files when a s
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// 5. In future runs of the game, the system looks for these images and data files when a s
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// specific point sized font is rendered and loads them for use.
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// 7. Because of the original beta nature of the FreeType code you will probably want to hand
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// 6. Because of the original beta nature of the FreeType code you will probably want to hand
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// touch the font bitmaps.
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//
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// Currently a define in the project turns on or off the FreeType code which is currently
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@ -146,8 +144,11 @@ FT_Bitmap *R_RenderGlyph(FT_GlyphSlot glyph, glyphInfo_t* glyphOut) {
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}
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void WriteTGA (char *filename, byte *data, int width, int height) {
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byte *buffer;
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int i, c;
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byte *buffer;
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int i, c;
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int row;
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unsigned char *flip;
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unsigned char *src, *dst;
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buffer = ri.Malloc(width*height*4 + 18);
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Com_Memset (buffer, 0, 18);
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@ -168,6 +169,19 @@ void WriteTGA (char *filename, byte *data, int width, int height) {
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buffer[i+3] = data[i-18+3]; // alpha
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}
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// flip upside down
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flip = (unsigned char *)ri.Malloc(width*4);
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for(row = 0; row < height/2; row++)
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{
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src = buffer + 18 + row * 4 * width;
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dst = buffer + 18 + (height - row - 1) * 4 * width;
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Com_Memcpy(flip, src, width*4);
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Com_Memcpy(src, dst, width*4);
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Com_Memcpy(dst, flip, width*4);
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}
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ri.Free(flip);
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ri.FS_WriteFile(filename, buffer, c);
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//f = fopen (filename, "wb");
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