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Finales|Fixed: Raw screens must be drawn as 320x200
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Regardless of the actual resolution of a raw image, it must be considered
320x200 when drawn. The name "raw screen" refers to a VGA sized 256-color
raw image used for background pictures in the original games.

Fixes the title screen issue with jHRP:
http://sourceforge.net/tracker/?func=detail&aid=3496108&group_id=74815&atid=542099
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skyjake committed Mar 5, 2012
1 parent 1841183 commit 23b3e48
Showing 1 changed file with 3 additions and 1 deletion.
4 changes: 3 additions & 1 deletion doomsday/engine/portable/src/ui2_main.c
Expand Up @@ -1006,7 +1006,9 @@ static void drawPicFrame(fidata_pic_t* p, uint frame, const float _origin[3],
{
DGLuint glName = GL_PrepareRawTexture(rawTex);
V3_Set(offset, 0, 0, 0);
V3_Set(dimensions, rawTex->width, rawTex->height, 0);
// Raw images are always considered to have a logical size of 320x200
// even though the actual texture resolution may be different.
V3_Set(dimensions, 320 /*rawTex->width*/, 200 /*rawTex->height*/, 0);
GL_BindTextureUnmanaged(glName, (filterUI ? GL_LINEAR : GL_NEAREST));
if(glName)
{
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