- Applied Blzut3's SBARINFO update #8:

* Fixed: Drawbar had a few memory leaks.
- Added another temporary cvar called pc to play with the multipiler used by D3DFB::SetPaletteTexture().

SVN r704 (trunk)
This commit is contained in:
Randy Heit 2008-01-13 05:10:33 +00:00
parent d13fdec9bf
commit 685de5ce30
4 changed files with 19 additions and 7 deletions

View file

@ -1,5 +1,16 @@
January 12, 2008
- Applied Blzut3's SBARINFO update #7.
- Applied Blzut3's SBARINFO update #8:
* Fixed: Drawbar had a few memory leaks.
- Applied Blzut3's SBARINFO update #7:
* Added drawstring to SBARINFO.
* Added animatedgodmode flag to drawmugshot, also changed the flags to use the
standard named arguments instead of numbers. The old way is considered
deprecated.
* Added kills, monsters, items, totalitems, secrets, and totalsecrets to
drawnumber. Drawbar can also use kills, items, and secrets.
* Added weaponicon to drawimage which will display the inventory.icon of the
currently selected weapon.
* Fixed: I apparently forgot to add the "rampage" face to drawmugshot.
January 12, 2008 (Changes by Graf Zahl)
- Moved renderer dependent part of savegame pic creation into DFrameBuffer

View file

@ -1067,6 +1067,8 @@ public:
{
width = (int) (((double) width/100)*value);
}
if(Pixels != NULL)
delete Pixels;
Pixels = new BYTE[Width*Height];
memset(Pixels, 0, Width*Height); //Prevent garbage when using transparent images
bar->CopyToBlock(Pixels, Width, Height, 0, 0); //draw the bar
@ -1820,6 +1822,7 @@ private:
else
bar->PrepareTexture(Images[cmd.sprite], NULL, value, horizontal, reverse);
DrawImage(bar, cmd.x, cmd.y);
delete bar;
break;
}
case SBARINFO_DRAWGEM:

View file

@ -1505,9 +1505,6 @@ void FBaseStatusBar::DrawConsistancy () const
players[1-consoleplayer].inconsistant,
players[1-consoleplayer].inconsistant/ticdup);
}
#ifdef _DEBUG
AddCommandString ("showrngs");
#endif
}
screen->DrawText (CR_GREEN,
(screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,

View file

@ -3058,12 +3058,13 @@ void D3DFB::SetTexture(int tnum, IDirect3DTexture9 *texture)
}
CVAR(Float, pal, 0.5f, 0)
CVAR(Float, pc, 255.f, 0)
void D3DFB::SetPaletteTexture(IDirect3DTexture9 *texture, int count)
{
if (count == 256 || SM14)
{
// Shader Model 1.4 only uses 256-color palettes.
SetConstant(2, 255 / 256.f, pal / 256.f, 0, 0);
SetConstant(2, pc / 256.f, pal / 256.f, 0, 0);
}
else
{
@ -3074,12 +3075,12 @@ void D3DFB::SetPaletteTexture(IDirect3DTexture9 *texture, int count)
// the palette indexes so they lie exactly in the center of each
// texel. For a normal palette with 256 entries, that means the
// range we use should be [0.5,255.5], adjusted so the coordinate
// is still with [0.0,1.0].
// is still within [0.0,1.0].
//
// The constant register c2 is used to hold the multiplier in the
// x part and the adder in the y part.
float fcount = 1 / float(count);
SetConstant(2, 255 * fcount, pal * fcount, 0, 0);
SetConstant(2, pc * fcount, pal * fcount, 0, 0);
}
SetTexture(1, texture);
}