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- Fixed: DFrameBuffer::CopyPixelData copied data as RGBA instead of BGRA.
- Temporarily changed FPNGTexture and FDDSTexture to always create True Color native textures to preserve the original colors. SVN r650 (trunk)
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4 changed files with 17 additions and 4 deletions
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@ -1,4 +1,7 @@
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December 27, 2007 (Changes by Graf Zahl)
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- Fixed: DFrameBuffer::CopyPixelData copied data as RGBA instead of BGRA.
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- Temporarily changed FPNGTexture and FDDSTexture to always create True Color
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native textures to preserve the original colors.
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- Darkened the console background a little after finding out that on
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very bright title pics it became quite hard to read the console's contents.
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- Fixed: PROP_Translation needed to be changed for the new value format.
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@ -316,6 +316,7 @@ void FDDSTexture::Unload ()
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FTextureFormat FDDSTexture::GetFormat()
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{
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#if 0
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switch (Format)
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{
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case ID_DXT1: return TEX_DXT1;
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@ -325,6 +326,10 @@ FTextureFormat FDDSTexture::GetFormat()
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case ID_DXT5: return TEX_DXT5;
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default: return TEX_RGB;
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}
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#else
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// For now, create a true color texture to preserve all colors.
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return TEX_RGB;
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#endif
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}
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const BYTE *FDDSTexture::GetColumn (unsigned int column, const Span **spans_out)
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@ -270,12 +270,17 @@ void FPNGTexture::Unload ()
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FTextureFormat FPNGTexture::GetFormat()
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{
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#if 0
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switch (ColorType)
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{
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case 3: return TEX_Pal;
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case 0: return TEX_Gray;
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default: return TEX_RGB;
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}
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#else
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// For now, create a true color texture to preserve all colors.
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return TEX_RGB;
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#endif
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}
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const BYTE *FPNGTexture::GetColumn (unsigned int column, const Span **spans_out)
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@ -1022,16 +1022,16 @@ void DFrameBuffer::CopyPixelData(BYTE * buffer, int texpitch, int texheight, int
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int v=(unsigned char)patch[y*step_y+x*step_x];
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if (palette[v].a==0)
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{
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buffer[pos]=palette[v].r;
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buffer[pos]=palette[v].b;
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buffer[pos+1]=palette[v].g;
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buffer[pos+2]=palette[v].b;
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buffer[pos+2]=palette[v].r;
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buffer[pos+3]=255-palette[v].a;
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}
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else if (palette[v].a!=255)
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{
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buffer[pos ] = (buffer[pos ] * palette[v].a + palette[v].r * (1-palette[v].a)) / 255;
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buffer[pos ] = (buffer[pos ] * palette[v].a + palette[v].b * (1-palette[v].a)) / 255;
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buffer[pos+1] = (buffer[pos+1] * palette[v].a + palette[v].g * (1-palette[v].a)) / 255;
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buffer[pos+2] = (buffer[pos+2] * palette[v].a + palette[v].b * (1-palette[v].a)) / 255;
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buffer[pos+2] = (buffer[pos+2] * palette[v].a + palette[v].r * (1-palette[v].a)) / 255;
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buffer[pos+3] = clamp<int>(buffer[pos+3] + (( 255-buffer[pos+3]) * (255-palette[v].a))/255, 0, 255);
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}
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}
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