include/loadgl.h, main/newmenu.c, main/titles.c: Added definitions for OpenGL fucntions which might not be included in system headers; Cleaned and declared briefings palette hacks [EMULATING_D1 needs work]; Menu right border shadow was too wide;
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@ -1,5 +1,9 @@
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D2X-Rebirth Changelog
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20080225
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--------
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include/loadgl.h, main/newmenu.c, main/titles.c: Added definitions for OpenGL fucntions which might not be included in system headers; Cleaned and declared briefings palette hacks (EMULATING_D1 needs work!); Menu right border shadow was too wide;
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20080323
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--------
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main/kconfig.c, main/laser.c, main/menu.c, main/newmenu.c, main/playsave.c: Added lock status for mouse axis weapon cycling because of scaled mouse delta; Due to player feedback (any my opinion) making homer turn rate smaller to make them a bit harder to dodge; Preventing write of player data while Demo playback; Small code cleanup and corrections
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@ -44,6 +44,14 @@
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#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED
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#endif
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#ifndef GL_SCISSOR_TEST
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#define GL_SCISSOR_TEST 0x0C11
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#endif
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#ifndef GL_CLAMP_TO_EDGE
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#define GL_CLAMP_TO_EDGE 0x812F
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#endif
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#ifndef GL_NV_register_combiners
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#define GL_NV_register_combiners 1
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#define GL_REGISTER_COMBINERS_NV 0x8522
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@ -216,7 +216,7 @@ void nm_draw_background(int x1, int y1, int x2, int y2 )
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Gr_scanline_darkening_level = 2*7;
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gr_setcolor( BM_XRGB(1,1,1) );
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for (w=5*BGScaleX;w>=0;w--)
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for (w=5*BGScaleX;w>0;w--)
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gr_urect( x2-w, y1+w*(BGScaleY/BGScaleX), x2-w, y2-w*(BGScaleY/BGScaleX) );//right edge
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gr_setcolor( BM_XRGB(0,0,0) );
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for (h=5*BGScaleY;h>0;h--)
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@ -531,7 +531,11 @@ void show_briefing_bitmap(grs_bitmap *bmp)
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bitmap_canv = gr_create_sub_canvas(grd_curcanv, 220, 45, bmp->bm_w, bmp->bm_h);
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curcanv_save = grd_curcanv;
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gr_set_current_canvas(bitmap_canv);
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#ifdef OGL
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ogl_ubitmapm_cs(0,0,(bmp->bm_w*(SWIDTH/320)),(bmp->bm_h*(SHEIGHT/200)),bmp,255,F1_0);
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#else
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gr_bitmapm(0, 0, bmp);
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#endif
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gr_set_current_canvas(curcanv_save);
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d_free(bitmap_canv);
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@ -620,12 +624,9 @@ int show_char_delay(char the_char, int delay, int robot_num, int cursor_flag)
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// -----------------------------------------------------------------------------
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// loads a briefing screen
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// also takes care for D1 emulation palette remapping in robot screens
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// for OGL, redrawing of briefing_bm is done in show_briefing
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int load_briefing_screen( char *fname )
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{
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int pcx_error;
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ubyte old_pal[256*3];
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if (briefing_bm.bm_data != NULL)
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gr_free_bitmap_data(&briefing_bm);
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@ -639,16 +640,11 @@ int load_briefing_screen( char *fname )
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Error( "Error loading briefing screen <%s>, PCX load error: %s (%i)\n",fname, pcx_errormsg(pcx_error), pcx_error);
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}
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memcpy(old_pal,gr_palette,sizeof(old_pal));
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if (EMULATING_D1 && stricmp(fname,"brief03.pcx") == 0)
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{
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gr_use_palette_table( "groupa.256" );
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gr_remap_bitmap_good( &briefing_bm, old_pal, -1, -1 );
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}
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show_fullscr(&briefing_bm);
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if (EMULATING_D1) // HACK, FIXME: D1 missions should use their own palette (PALETTE.256), but texture replacements not complete
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gr_use_palette_table("groupa.256");
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gr_palette_load(gr_palette);
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set_briefing_fontcolor();
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