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- Fixed: Windowed mode always needs to draw to the temporary surface, even
when not gamma correcting, so that D3DFB::GetCurrentScreen() can read from it. SVN r2007 (trunk)
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3 changed files with 5 additions and 2 deletions
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@ -1,4 +1,7 @@
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November 28, 2009
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- Fixed: Windowed mode always needs to draw to the temporary surface, even
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when not gamma correcting, so that D3DFB::GetCurrentScreen() can read from
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it.
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- Use the spawned class's scale as default for ScriptedMarine instead of
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DoomPlayer.
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@ -1141,7 +1141,7 @@ void D3DFB::Draw3DPart(bool copy3d)
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D3DDevice->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, vid_hwaalines);
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assert(OldRenderTarget == NULL);
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if (TempRenderTexture != NULL &&
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((Windowed && GammaShader && TempRenderTexture != FinalWipeScreen) || GatheringWipeScreen || PixelDoubling))
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((Windowed && TempRenderTexture != FinalWipeScreen) || GatheringWipeScreen || PixelDoubling))
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{
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IDirect3DSurface9 *targetsurf;
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if (SUCCEEDED(TempRenderTexture->GetSurfaceLevel(0, &targetsurf)))
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@ -164,7 +164,7 @@ bool D3DFB::WipeStartScreen(int type)
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// Create another texture to copy the final wipe screen to so
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// we can still gamma correct the wipe. Since this is just for
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// gamma correction, it's okay to fail (though not desirable.)
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if (PixelDoubling || (Shaders[SHADER_GammaCorrection] != NULL && Windowed))
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if (PixelDoubling || Windowed)
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{
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if (SUCCEEDED(TempRenderTexture->GetSurfaceLevel(0, &tsurf)))
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{
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