- 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)
This commit is contained in:
Christoph Oelckers 2007-12-27 11:53:09 +00:00
parent f1241099f8
commit e19cd0bec3
4 changed files with 17 additions and 4 deletions

View file

@ -1,4 +1,7 @@
December 27, 2007 (Changes by Graf Zahl)
- 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.
- Darkened the console background a little after finding out that on
very bright title pics it became quite hard to read the console's contents.
- Fixed: PROP_Translation needed to be changed for the new value format.

View file

@ -316,6 +316,7 @@ void FDDSTexture::Unload ()
FTextureFormat FDDSTexture::GetFormat()
{
#if 0
switch (Format)
{
case ID_DXT1: return TEX_DXT1;
@ -325,6 +326,10 @@ FTextureFormat FDDSTexture::GetFormat()
case ID_DXT5: return TEX_DXT5;
default: return TEX_RGB;
}
#else
// For now, create a true color texture to preserve all colors.
return TEX_RGB;
#endif
}
const BYTE *FDDSTexture::GetColumn (unsigned int column, const Span **spans_out)

View file

@ -270,12 +270,17 @@ void FPNGTexture::Unload ()
FTextureFormat FPNGTexture::GetFormat()
{
#if 0
switch (ColorType)
{
case 3: return TEX_Pal;
case 0: return TEX_Gray;
default: return TEX_RGB;
}
#else
// For now, create a true color texture to preserve all colors.
return TEX_RGB;
#endif
}
const BYTE *FPNGTexture::GetColumn (unsigned int column, const Span **spans_out)

View file

@ -1022,16 +1022,16 @@ void DFrameBuffer::CopyPixelData(BYTE * buffer, int texpitch, int texheight, int
int v=(unsigned char)patch[y*step_y+x*step_x];
if (palette[v].a==0)
{
buffer[pos]=palette[v].r;
buffer[pos]=palette[v].b;
buffer[pos+1]=palette[v].g;
buffer[pos+2]=palette[v].b;
buffer[pos+2]=palette[v].r;
buffer[pos+3]=255-palette[v].a;
}
else if (palette[v].a!=255)
{
buffer[pos ] = (buffer[pos ] * palette[v].a + palette[v].r * (1-palette[v].a)) / 255;
buffer[pos ] = (buffer[pos ] * palette[v].a + palette[v].b * (1-palette[v].a)) / 255;
buffer[pos+1] = (buffer[pos+1] * palette[v].a + palette[v].g * (1-palette[v].a)) / 255;
buffer[pos+2] = (buffer[pos+2] * palette[v].a + palette[v].b * (1-palette[v].a)) / 255;
buffer[pos+2] = (buffer[pos+2] * palette[v].a + palette[v].r * (1-palette[v].a)) / 255;
buffer[pos+3] = clamp<int>(buffer[pos+3] + (( 255-buffer[pos+3]) * (255-palette[v].a))/255, 0, 255);
}
}