index 744be795cb1ea9aa0301b89519171b9ce58f4761..de31fa50ea46797507f03521c0fe58429658926a 100644 (file)
y1 := y0+h;
if Mirror = TMirrorType.Horizontal then begin tmp := x1; x1 := x0; x0 := tmp; end
else if Mirror = TMirrorType.Vertical then begin tmp := y1; y1 := y0; y0 := tmp; end;
- //HACK: make texture one pixel shorter, so it won't wrap
- if (g_dbg_scale <> 1.0) then
- begin
- u := u*tw/(tw+1);
- v := v*th/(th+1);
- end;
glTexCoord2f(0, v); glVertex2i(x0, y0);
glTexCoord2f(0, 0); glVertex2i(x0, y1);
glTexCoord2f(u, 0); glVertex2i(x1, y1);
procedure e_BlitFramebuffer(WinWidth, WinHeight: Integer);
begin
if (e_FBO = 0) or (e_Frame = 0) or e_NoGraphics then exit;
+
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, e_Frame);
- glColor4ub(255, 255, 255, 255);
e_SetViewPort(0, 0, WinWidth, WinHeight);
+ glColor4ub(255, 255, 255, 255);
+
glBegin(GL_QUADS);
- drawTxQuad(0, 0, WinWidth, WinHeight, e_FrameW, e_FrameH, 1, 1, TMirrorType.None);
+ glTexCoord2f(0, 1); glVertex2i( 0, 0);
+ glTexCoord2f(0, 0); glVertex2i( 0, WinHeight);
+ glTexCoord2f(1, 0); glVertex2i(WinWidth, WinHeight);
+ glTexCoord2f(1, 1); glVertex2i(WinWidth, 0);
glEnd();
+
glBindFramebuffer(GL_FRAMEBUFFER, e_FBO);
e_SetViewPort(0, 0, e_FrameW, e_FrameH);
end;
else
glDisable(GL_BLEND);
- if Blending = TBlending.Blend then
- glBlendFunc(GL_SRC_ALPHA, GL_ONE)
- else
- if Blending = TBlending.Filter then
- glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR)
- else
- if Blending = TBlending.Invert then
- glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO)
- else
- if Alpha > 0 then
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ case Blending of
+ TBlending.None: if Alpha > 0 then glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ TBlending.Blend: glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ TBlending.Invert: glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
+ TBlending.Filter: glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ end;
glDisable(GL_TEXTURE_2D);
glColor4ub(Red, Green, Blue, 255-Alpha);
glEnd();
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
-
glDisable(GL_BLEND);
end;