diff --git a/dxx-changelog.txt b/dxx-changelog.txt index b23845961..5ddffca45 100755 --- a/dxx-changelog.txt +++ b/dxx-changelog.txt @@ -5,6 +5,7 @@ D2X-Rebirth Changelog main/kconfig.c, main/kmatrix.c, main/newmenu.c, main/scores.c, main/titles.c: introducing kconfig_sub_draw_table() making it possible to redraw configuration tables with OGL swapping and clearing; increased timer_delay for menus and briefings to save more CPU usage main/escort.c: making GuideBot Text color palette independent main/gameseq.c, main/switch.c: fixing D1 Secret Level routines (thanks to xatmes) +main/game.c, main/gauges.c: removed use of VR_render_buffer (almost completly) 20070409 -------- diff --git a/main/game.c b/main/game.c index 7582b792b..1a45da8f1 100755 --- a/main/game.c +++ b/main/game.c @@ -415,12 +415,12 @@ void init_cockpit() break; case CM_LETTERBOX: - x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; - h = (VR_render_buffer[0].cv_bitmap.bm_h*7)/10; - y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2; + x = 0; w = SM_W(Game_screen_mode); + h = (SM_H(Game_screen_mode) * 3) / 4; // true letterbox size (16:9) + y = (SM_H(Game_screen_mode)-h)/2; - gr_rect(x,0,w,VR_render_buffer[0].cv_bitmap.bm_h-h); - gr_rect(x,VR_render_buffer[0].cv_bitmap.bm_h-h,w,VR_render_buffer[0].cv_bitmap.bm_h); + gr_rect(x,0,w,SM_H(Game_screen_mode)-h); + gr_rect(x,SM_H(Game_screen_mode)-h,w,SM_H(Game_screen_mode)); game_init_render_sub_buffers( x, y, w, h ); break; diff --git a/main/gauges.c b/main/gauges.c index 0ff6b0254..cc42a9548 100755 --- a/main/gauges.c +++ b/main/gauges.c @@ -3640,13 +3640,13 @@ abort:; // note: this calculation is taken from do_cockpit_window_view for the full // screen mode case - w = (VR_render_buffer[0].cv_bitmap.bm_w) / 6; + w = (SM_W(Game_screen_mode)) / 6; h = (i2f(w)) / (grd_curscreen->sc_aspect); dx = (inSubWindowNum==0)?-(w+(w/10)):(w/10); - window_x = ((VR_render_buffer[0].cv_bitmap.bm_w) / 2) + dx; - window_y = (VR_render_buffer[0].cv_bitmap.bm_h) - h - (h/10); + window_x = ((SM_W(Game_screen_mode)) / 2) + dx; + window_y = (SM_H(Game_screen_mode)) - h - (h/10); outBoundsRect->top = window_x; outBoundsRect->left = window_y;