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- Fixed: Memory error when loading BMF palettes.
- Fixed: When locating WhiteIndex and BlackIndex in the palette index 0 was skipped. - Fixed: When filling an area black for vid_fps or pillarbox/letterbox use GPalette.BlackIndex instead of assuming palette index 0 is black. SVN r3807 (trunk)
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4ac8f5eae4
commit
cb413c600e
4 changed files with 9 additions and 9 deletions
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@ -837,10 +837,10 @@ void DCanvas::FillBorder (FTexture *img)
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}
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else
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{
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Clear (0, 0, Width, bordtop, 0, 0); // Top
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Clear (0, bordtop, bordleft, Height - bordbottom, 0, 0); // Left
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Clear (Width - bordright, bordtop, Width, Height - bordbottom, 0, 0); // Right
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Clear (0, Height - bordbottom, Width, Height, 0, 0); // Bottom
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Clear (0, 0, Width, bordtop, GPalette.BlackIndex, 0); // Top
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Clear (0, bordtop, bordleft, Height - bordbottom, GPalette.BlackIndex, 0); // Left
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Clear (Width - bordright, bordtop, Width, Height - bordbottom, GPalette.BlackIndex, 0); // Right
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Clear (0, Height - bordbottom, Width, Height, GPalette.BlackIndex, 0); // Bottom
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}
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}
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@ -1304,7 +1304,7 @@ void FSingleLumpFont::FixupPalette (BYTE *identity, double *luminosity, const BY
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identity[0] = 0;
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palette += 3; // Skip the transparent color
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for (i = 1; i <= ActiveColors; ++i, palette += 3)
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for (i = 1; i < ActiveColors; ++i, palette += 3)
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{
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int r = palette[0];
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int g = palette[1];
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@ -1331,7 +1331,7 @@ void FSingleLumpFont::FixupPalette (BYTE *identity, double *luminosity, const BY
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{
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diver = 1.0 / 255.0;
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}
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for (i = 1; i <= ActiveColors; ++i)
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for (i = 1; i < ActiveColors; ++i)
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{
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luminosity[i] = (luminosity[i] - minlum) * diver;
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}
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@ -159,8 +159,8 @@ void FPalette::SetPalette (const BYTE *colors)
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// Find white and black from the original palette so that they can be
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// used to make an educated guess of the translucency % for a BOOM
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// translucency map.
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WhiteIndex = BestColor ((DWORD *)BaseColors, 255, 255, 255);
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BlackIndex = BestColor ((DWORD *)BaseColors, 0, 0, 0);
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WhiteIndex = BestColor ((DWORD *)BaseColors, 255, 255, 255, 0, 255);
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BlackIndex = BestColor ((DWORD *)BaseColors, 0, 0, 0, 0, 255);
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}
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// In ZDoom's new texture system, color 0 is used as the transparent color.
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@ -859,7 +859,7 @@ void DFrameBuffer::DrawRateStuff ()
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chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2u ms (%3u fps)", howlong, LastCount);
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rate_x = Width - chars * 8;
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Clear (rate_x, 0, Width, 8, 0, 0);
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Clear (rate_x, 0, Width, 8, GPalette.BlackIndex, 0);
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DrawText (ConFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0], TAG_DONE);
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DWORD thisSec = ms/1000;
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