Merge branch 'master' into jgrpp
# Conflicts: # src/newgrf_debug_gui.cpp # src/object_cmd.cpp # src/object_gui.cpp
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@@ -955,14 +955,10 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
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_glActiveTexture(GL_TEXTURE0);
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_glBindTexture(GL_TEXTURE_2D, this->vid_texture);
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switch (bpp) {
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case 8:
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_glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
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break;
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default:
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_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
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break;
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if (bpp == 8) {
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_glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
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} else {
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_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
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}
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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@@ -1224,14 +1220,10 @@ void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
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_glActiveTexture(GL_TEXTURE0);
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_glBindTexture(GL_TEXTURE_2D, this->vid_texture);
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_glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
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switch (BlitterFactory::GetCurrentBlitter()->GetScreenDepth()) {
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case 8:
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_glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
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break;
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default:
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_glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (GLvoid *)(size_t)(update_rect.top * _screen.pitch * 4 + update_rect.left * 4));
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break;
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if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8) {
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_glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
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} else {
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_glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (GLvoid*)(size_t)(update_rect.top * _screen.pitch * 4 + update_rect.left * 4));
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}
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#ifndef NO_GL_BUFFER_SYNC
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