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PLAYGROUND3D: Drop BGRA pixel format
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01cc055c3b
commit
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@ -121,10 +121,6 @@ void OpenGLRenderer::loadTextureRGBA(Graphics::Surface *texture) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->getPixels());
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glBindTexture(GL_TEXTURE_2D, _textureRgbaId[1]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_BGRA, GL_UNSIGNED_BYTE, texture->getPixels());
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}
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void OpenGLRenderer::loadTextureRGB(Graphics::Surface *texture) {
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@ -323,13 +319,6 @@ void OpenGLRenderer::drawRgbaTexture() {
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glTranslatef(0.5, 0, 0);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), bitmapVertices);
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), textCords);
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glBindTexture(GL_TEXTURE_2D, _textureRgbaId[1]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glTranslatef(0.5, 0, 0);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), bitmapVertices);
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), textCords);
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glBindTexture(GL_TEXTURE_2D, _textureRgbId[0]);
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@ -342,14 +331,14 @@ void OpenGLRenderer::drawRgbaTexture() {
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glBindTexture(GL_TEXTURE_2D, _textureRgb565Id[0]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glTranslatef(-1.5, -0.5, 0);
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glTranslatef(0.5, 0, 0);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), bitmapVertices);
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), textCords);
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glBindTexture(GL_TEXTURE_2D, _textureRgba5551Id[0]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glTranslatef(0.5, 0, 0);
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glTranslatef(-1.5, -0.5, 0);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), bitmapVertices);
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), textCords);
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@ -222,28 +222,22 @@ void ShaderRenderer::drawRgbaTexture() {
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offset.setX(-0.3);
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offset.setY(0.8);
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_bitmapShader->setUniform("offsetXY", offset);
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glBindTexture(GL_TEXTURE_2D, _textureRgbaId[1]);
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glBindTexture(GL_TEXTURE_2D, _textureRgbId[0]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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offset.setX(0.2);
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offset.setY(0.8);
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_bitmapShader->setUniform("offsetXY", offset);
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glBindTexture(GL_TEXTURE_2D, _textureRgbId[0]);
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glBindTexture(GL_TEXTURE_2D, _textureRgb565Id[0]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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offset.setX(0.7);
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offset.setY(0.8);
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_bitmapShader->setUniform("offsetXY", offset);
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glBindTexture(GL_TEXTURE_2D, _textureRgb565Id[0]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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offset.setX(-0.8);
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offset.setY(0.2);
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_bitmapShader->setUniform("offsetXY", offset);
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glBindTexture(GL_TEXTURE_2D, _textureRgba5551Id[0]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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offset.setX(-0.3);
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offset.setX(-0.8);
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offset.setY(0.2);
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_bitmapShader->setUniform("offsetXY", offset);
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glBindTexture(GL_TEXTURE_2D, _textureRgba4444Id[0]);
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@ -131,10 +131,6 @@ void TinyGLRenderer::loadTextureRGBA(Graphics::Surface *texture) {
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_NEAREST);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_NEAREST);
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tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_RGBA, texture->w, texture->h, 0, TGL_RGBA, TGL_UNSIGNED_BYTE, texture->getPixels());
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tglBindTexture(TGL_TEXTURE_2D, _textureRgbaId[1]);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_NEAREST);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_NEAREST);
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tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_RGBA, texture->w, texture->h, 0, TGL_BGRA, TGL_UNSIGNED_BYTE, texture->getPixels());
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tglUploadBlitImage(_blitImageRgba, *texture, 0, false);
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}
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@ -352,32 +348,25 @@ void TinyGLRenderer::drawRgbaTexture() {
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tglVertexPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), bitmapVertices);
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tglTexCoordPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), textCords);
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tglBindTexture(TGL_TEXTURE_2D, _textureRgbaId[1]);
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tglBindTexture(TGL_TEXTURE_2D, _textureRgbId[0]);
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tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
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tglTranslatef(0.501, 0, 0);
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//tglTranslatef(0.5, 0, 0); // some gfx issue
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tglVertexPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), bitmapVertices);
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tglTexCoordPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), textCords);
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tglBindTexture(TGL_TEXTURE_2D, _textureRgbId[0]);
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tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
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tglTranslatef(0.5, 0, 0);
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tglVertexPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), bitmapVertices);
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tglTexCoordPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), textCords);
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tglBindTexture(TGL_TEXTURE_2D, _textureRgb565Id[0]);
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tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
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tglTranslatef(-1.5, -0.5, 0);
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tglTranslatef(0.5, 0, 0);
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tglVertexPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), bitmapVertices);
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tglTexCoordPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), textCords);
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tglBindTexture(TGL_TEXTURE_2D, _textureRgba5551Id[0]);
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tglDrawArrays(TGL_TRIANGLE_STRIP, 0, 4);
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tglTranslatef(0.5, 0, 0);
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tglTranslatef(-1.5, -0.5, 0);
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tglVertexPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), bitmapVertices);
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tglTexCoordPointer(2, TGL_FLOAT, 2 * sizeof(TGLfloat), textCords);
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