From 16e0d37948cc1137d0c79f48f9b5e12e5bf77686 Mon Sep 17 00:00:00 2001 From: b1indy Date: Sat, 8 Sep 2007 15:33:52 +0000 Subject: did some cleanup and minor modifications UDisplay.pas: tried to make the screenfade-effect transparent (doesn't work for now) UMenu.pas: removed some unnecessary code from DrawBG UGraphic.pas: fixed display of loading screen (after it broke with the modifications in UMenu.pas) git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@379 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Menu/UDisplay.pas | 8 ++++---- Game/Code/Menu/UMenu.pas | 16 ++++++---------- 2 files changed, 10 insertions(+), 14 deletions(-) (limited to 'Game/Code/Menu') 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; diff --git a/Game/Code/Menu/UMenu.pas b/Game/Code/Menu/UMenu.pas index 0fb1614f..b0622d4b 100644 --- a/Game/Code/Menu/UMenu.pas +++ b/Game/Code/Menu/UMenu.pas @@ -712,14 +712,6 @@ var PetX: integer; PetY: integer; begin -// glClearColor(1, 1, 1, 1); -// glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - - glMatrixMode(GL_PROJECTION); - glLoadIdentity; - glOrtho(0, RenderW, RenderH, 0, -1, 100); - glMatrixMode(GL_MODELVIEW); - BackImg.ColR := 1; BackImg.ColG := 1; BackImg.ColB := 1; @@ -728,13 +720,17 @@ begin BackImg.TexX2 := 1; BackImg.TexY2 := 1; if (BackImg.TexNum <> -1) then begin - // draw texture with overlapping + // does anyone know what these loops were for? +{ // draw texture with overlapping for PetY := 1 to BackH do for PetX := 1 to BackW do begin BackImg.X := (PetX-1)/BackW * 800; //640 BackImg.Y := (PetY-1)/BackH * 600; //480 DrawTexture(BackImg); - end; // for PetX + end; // for PetX} + BackImg.X:=BackW; + BackImg.Y:=BackW; + DrawTexture(BackImg); end; // if end; -- cgit v1.2.3