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authorb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-24 13:23:53 +0000
committerb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-24 13:23:53 +0000
commit6c530e99b8a5314bb1e988a00680ba4332ac4abc (patch)
treea1d53529162bc59cd610dd3c3b6bb56d4bd82545 /Game/Code
parent4ca6b721c705fb98e3dd7f952403e600ddee9238 (diff)
downloadusdx-6c530e99b8a5314bb1e988a00680ba4332ac4abc.tar.gz
usdx-6c530e99b8a5314bb1e988a00680ba4332ac4abc.tar.xz
usdx-6c530e99b8a5314bb1e988a00680ba4332ac4abc.zip
UTexture.pas: texture-wrap-mode changed to GL_CLAMP_TO_EDGE - solves some problems where edges of textures were drawn incorrectly
UDisplay.pas: simplified generation of fade texture (a little) git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@134 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code')
-rw-r--r--Game/Code/Classes/UTexture.pas8
-rw-r--r--Game/Code/Menu/UDisplay.pas4
2 files changed, 6 insertions, 6 deletions
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas
index 4a8fa786..0eae68a2 100644
--- a/Game/Code/Classes/UTexture.pas
+++ b/Game/Code/Classes/UTexture.pas
@@ -259,8 +259,8 @@ begin
glGenTextures(1, ActTex);
glBindTexture(GL_TEXTURE_2D, ActTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if Typ = 'Plain' then begin
// wymiary
@@ -755,8 +755,8 @@ begin
glGenTextures(1, ActTex); // ActText = new texture number
glBindTexture(GL_TEXTURE_2D, ActTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, 3, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
if Mipmapping then begin
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
index ddbc0d1f..9d13d2a6 100644
--- a/Game/Code/Menu/UDisplay.pas
+++ b/Game/Code/Menu/UDisplay.pas
@@ -139,10 +139,10 @@ begin
//Create Fading texture if we're just starting
if myfade = 0 then
begin
- glViewPort((S-1) * 512, 0, 512, 512);
+ glViewPort(0, 0, 512, 512);
ActualScreen.Draw;
glBindTexture(GL_TEXTURE_2D, pTex[S]);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (S-1)*512, 0, 512, 512, 0);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, 512, 512, 0);
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
if glGetError <> GL_NO_ERROR then
begin