Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries
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@ -5,6 +5,7 @@ D1X-Rebirth Changelog
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arch/sdl/event.c: Still send idle events when receiving SDL joystick events, fixing possible joystick issues
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arch/sdl/event.c: Still send idle events when receiving SDL joystick events, fixing possible joystick issues
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main/menu.c: No referring to non-existent ogl_maxanisotropy for non-OGL build
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main/menu.c: No referring to non-existent ogl_maxanisotropy for non-OGL build
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main/kconfig.c, main/newmenu.c, ui/mouse.c: Fix cursor recentering issues - comment out redundant event_toggle_focus(1) calls in kconfig.c and newmenu.c and use event_toggle_focus(0) in ui_mouse_show()
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main/kconfig.c, main/newmenu.c, ui/mouse.c: Fix cursor recentering issues - comment out redundant event_toggle_focus(1) calls in kconfig.c and newmenu.c and use event_toggle_focus(0) in ui_mouse_show()
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arch/ogl/ogl.c: Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries
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20110116
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20110116
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--------
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--------
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@ -1287,11 +1287,11 @@ void ogl_filltexbuf(unsigned char *data, GLubyte *texp, int truewidth, int width
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c = data[i++];
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c = data[i++];
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}
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}
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}
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}
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else if (x==width) // end of bitmap reached - fill this pixel with last color to make a clean border when filtering this texture
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else if (x == width && y < height) // end of bitmap reached - fill this pixel with last color to make a clean border when filtering this texture
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{
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{
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c = data[(width*(y+1))-1];
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c = data[(width*(y+1))-1];
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}
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}
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else if (y==height) // end of bitmap reached - fill this row with color or last row to make a clean border when filtering this texture
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else if (y == height && x < width) // end of bitmap reached - fill this row with color or last row to make a clean border when filtering this texture
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{
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{
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c = data[(width*(height-1))+x];
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c = data[(width*(height-1))+x];
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}
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}
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@ -477,7 +477,9 @@ int automap_idle(window *wind, d_event *event, automap *am)
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}
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}
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vm_angles_2_matrix(&tempm,&am->tangles);
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vm_angles_2_matrix(&tempm,&am->tangles);
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vm_matrix_x_matrix(&am->viewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
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// vm_matrix_x_matrix(&am->viewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
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Objects[Players[Player_num].objnum].orient = am->viewMatrix = tempm;
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if ( am->viewDist < ZOOM_MIN_VALUE ) am->viewDist = ZOOM_MIN_VALUE;
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if ( am->viewDist < ZOOM_MIN_VALUE ) am->viewDist = ZOOM_MIN_VALUE;
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if ( am->viewDist > ZOOM_MAX_VALUE ) am->viewDist = ZOOM_MAX_VALUE;
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if ( am->viewDist > ZOOM_MAX_VALUE ) am->viewDist = ZOOM_MAX_VALUE;
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