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Diffstat (limited to 'Game/Code/Menu/UDisplay.pas')
-rw-r--r--Game/Code/Menu/UDisplay.pas8
1 files changed, 4 insertions, 4 deletions
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
index 0bded712..fcba4382 100644
--- a/Game/Code/Menu/UDisplay.pas
+++ b/Game/Code/Menu/UDisplay.pas
@@ -75,7 +75,7 @@ begin
canFade:=True;
// generate texture for fading between screens
- GetMem(pTexData, 512*512*3);
+ GetMem(pTexData, 512*512*4);
if pTexData <> NIL then
for i:= 1 to 2 do
begin
@@ -83,7 +83,7 @@ begin
if glGetError <> GL_NO_ERROR then canFade := False;
glBindTexture(GL_TEXTURE_2D, pTex[i]);
if glGetError <> GL_NO_ERROR then canFade := False;
- glTexImage2D(GL_TEXTURE_2D, 0, 3, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, pTexData);
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData);
if glGetError <> GL_NO_ERROR then canFade := False;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if glGetError <> GL_NO_ERROR then canFade := False;
@@ -185,7 +185,7 @@ begin
glViewPort(0, 0, 512, 512);
ActualScreen.Draw;
glBindTexture(GL_TEXTURE_2D, pTex[S]);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, 512, 512, 0);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0);
glError:=glGetError;
if glError <> GL_NO_ERROR then
begin
@@ -229,7 +229,7 @@ begin
// blackscreen-hack
if not BlackScreen then
NextScreen.Draw // draw next screen
- else begin
+ else if ScreenAct=1 then begin
glClearColor(0, 0, 0 , 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
end;