fixed dithering

This commit is contained in:
James Turk 2003-01-24 10:23:39 +00:00
parent 60a6417662
commit 510ba33aff

View File

@ -6,84 +6,84 @@
int power_of_two(int input)
{
int value = 1;
int value = 1;
while ( value < input ) {
value <<= 1;
}
return value;
while ( value < input ) {
value <<= 1;
}
return value;
}
GLuint SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord)
{
GLuint texture;
int w, h;
SDL_Surface *image;
SDL_Rect area;
Uint32 saved_flags;
Uint8 saved_alpha;
GLuint texture;
int w, h;
SDL_Surface *image;
SDL_Rect area;
Uint32 saved_flags;
Uint8 saved_alpha;
/* Use the surface width and height expanded to powers of 2 */
w = power_of_two(surface->w);
h = power_of_two(surface->h);
texcoord[0] = 0.0f; //min X
texcoord[1] = 0.0f; //min Y
texcoord[2] = (GLfloat)surface->w / w; //max X
texcoord[3] = (GLfloat)surface->h / h; //max Y
/* Use the surface width and height expanded to powers of 2 */
w = power_of_two(surface->w);
h = power_of_two(surface->h);
texcoord[0] = 0.0f; //min X
texcoord[1] = 0.0f; //min Y
texcoord[2] = (GLfloat)surface->w / w; //max X
texcoord[3] = (GLfloat)surface->h / h; //max Y
image = SDL_CreateRGBSurface(
SDL_SWSURFACE,
w, h,
32,
image = SDL_CreateRGBSurface(
SDL_SWSURFACE,
w, h,
32,
#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
0x000000FF,
0x0000FF00,
0x00FF0000,
0xFF000000
0x000000FF,
0x0000FF00,
0x00FF0000,
0xFF000000
#else
0xFF000000,
0x00FF0000,
0x0000FF00,
0x000000FF
0xFF000000,
0x00FF0000,
0x0000FF00,
0x000000FF
#endif
);
if ( image == NULL ) {
return 0;
}
);
if ( image == NULL ) {
return 0;
}
/* Save the alpha blending attributes */
saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
saved_alpha = surface->format->alpha;
if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
SDL_SetAlpha(surface, 0, 0);
}
/* Save the alpha blending attributes */
saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
saved_alpha = surface->format->alpha;
if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
SDL_SetAlpha(surface, 0, 0);
}
/* Copy the surface into the GL texture image */
area.x = 0;
area.y = 0;
area.w = static_cast<Sint16>(surface->w);
area.h = static_cast<Sint16>(surface->h);
SDL_BlitSurface(surface, &area, image, &area);
/* Copy the surface into the GL texture image */
area.x = 0;
area.y = 0;
area.w = static_cast<Sint16>(surface->w);
area.h = static_cast<Sint16>(surface->h);
SDL_BlitSurface(surface, &area, image, &area);
/* Restore the alpha blending attributes */
if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
SDL_SetAlpha(surface, saved_flags, saved_alpha);
}
/* Restore the alpha blending attributes */
if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
SDL_SetAlpha(surface, saved_flags, saved_alpha);
}
/* Create an OpenGL texture for the image */
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
w, h,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
image->pixels);
SDL_FreeSurface(image); /* No longer needed */
/* Create an OpenGL texture for the image */
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA16,
w, h,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
image->pixels);
SDL_FreeSurface(image); /* No longer needed */
return texture;
return texture;
}