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author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-04-25 16:45:48 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-04-25 16:45:48 +0000 |
commit | 666189bdf771731b25ade3eaf4db82dac2343a64 (patch) | |
tree | 3bd958a7edb6fe8337b20fde145c52cb762331ec | |
parent | 1b294eb6cf1faaea874d5521f1d93f8d870180e6 (diff) | |
download | usdx-666189bdf771731b25ade3eaf4db82dac2343a64.tar.gz usdx-666189bdf771731b25ade3eaf4db82dac2343a64.tar.xz usdx-666189bdf771731b25ade3eaf4db82dac2343a64.zip |
- fix: fade texture needs to be resized if the window was resized
- Previously the texture could have been too small (window initialized with 800x600 pixels -> fadeTex size 1024x1024. Then resize window to 1400x1050 and the texture will be too small) and an opengl error at glCopyTexSubImage2D() will occur. Due to the error fading was disabled then.
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@2308 b956fd51-792f-4845-bead-9b4dfca2ff2c
-rw-r--r-- | src/menu/UDisplay.pas | 54 |
1 files changed, 35 insertions, 19 deletions
diff --git a/src/menu/UDisplay.pas b/src/menu/UDisplay.pas index 02fda099..0b32c6cd 100644 --- a/src/menu/UDisplay.pas +++ b/src/menu/UDisplay.pas @@ -59,7 +59,7 @@ type FadeTime: cardinal; // time when fading starts, 0 means that the fade texture must be initialized DoneOnShow: boolean; // true if passed onShow after fading - FadeTex: array[1..2] of GLuint; + FadeTex: array[0..1] of GLuint; TexW, TexH: Cardinal; FPSCounter: cardinal; @@ -97,6 +97,8 @@ type constructor Create; destructor Destroy; override; + procedure InitFadeTextures(); + procedure SaveScreenShot; function Draw: boolean; @@ -151,8 +153,6 @@ uses UPathUtils; constructor TDisplay.Create; -var - i: integer; begin inherited Create; @@ -172,18 +172,8 @@ begin FadeFailed := false; DoneOnShow := false; - for i := 1 to 2 do - begin - TexW := Round(Power(2, Ceil(Log2(ScreenW div Screens)))); - TexH := Round(Power(2, Ceil(Log2(ScreenH)))); - - glGenTextures(1, PglUint(@FadeTex[i])); - glBindTexture(GL_TEXTURE_2D, FadeTex[i]); - glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE); - glTexImage2D(GL_TEXTURE_2D, 0, 3, TexW, TexH, 0, GL_RGB, GL_UNSIGNED_BYTE, nil); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - end; + glGenTextures(2, PGLuint(@FadeTex)); + InitFadeTextures(); //Set LastError for OSD to No Error OSD_LastError := 'No Errors'; @@ -200,15 +190,33 @@ end; destructor TDisplay.Destroy; begin - glDeleteTextures(2, @FadeTex); + glDeleteTextures(2, @FadeTex); inherited Destroy; end; +procedure TDisplay.InitFadeTextures(); +var + i: integer; +begin + TexW := Round(Power(2, Ceil(Log2(ScreenW div Screens)))); + TexH := Round(Power(2, Ceil(Log2(ScreenH)))); + + for i := 0 to 1 do + begin + glBindTexture(GL_TEXTURE_2D, FadeTex[i]); + //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + glTexImage2D(GL_TEXTURE_2D, 0, 3, TexW, TexH, 0, GL_RGB, GL_UNSIGNED_BYTE, nil); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + end; +end; + function TDisplay.Draw: boolean; var S: integer; FadeStateSquare: real; FadeW, FadeH: real; + FadeCopyW, FadeCopyH: integer; currentTime: cardinal; glError: glEnum; @@ -292,10 +300,18 @@ begin // older errors in previous OpenGL calls. glGetError(); + FadeCopyW := ScreenW div Screens; + FadeCopyH := ScreenH; + + // it is possible that our fade textures are too small after a window + // resize. In that case resize the fade texture to fit the requirements. + if (TexW < FadeCopyW) or (TexH < FadeCopyH) then + InitFadeTextures(); + // copy screen to texture - glBindTexture(GL_TEXTURE_2D, FadeTex[S]); + glBindTexture(GL_TEXTURE_2D, FadeTex[S-1]); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (S-1) * ScreenW div Screens, 0, - ScreenW div Screens, ScreenH); + FadeCopyW, FadeCopyH); glError := glGetError(); if (glError <> GL_NO_ERROR) then @@ -349,7 +365,7 @@ begin FadeW := (ScreenW div Screens)/TexW; FadeH := ScreenH/TexH; - glBindTexture(GL_TEXTURE_2D, FadeTex[S]); + glBindTexture(GL_TEXTURE_2D, FadeTex[S-1]); glColor4f(1, 1, 1, 1-FadeStateSquare); glEnable(GL_TEXTURE_2D); |