ty for the warning, WahnFred... the code was embarrassing wrong
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5344 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+46
-21
@@ -225,31 +225,56 @@ int fixcl(SDL_Surface *s, bool check = true, Uint8 value = 0, Uint8 mlimit = 255
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int bpp = s->format->BytesPerPixel;
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int F = 0, N = 0, t = 0;
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while ( value > mlimit ) {t++; value >>= 1;}
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loopi(s->w)
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int tmp = s->w * bpp;
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for (int i = 0; i < tmp; i+=bpp)
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{
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loopj(s->h * bpp)
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for (int j = 0; j < s->h; j++)
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{
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Uint8 *p = (Uint8 *)s->pixels + j * s->w + i;
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Uint8 *p = (Uint8 *)s->pixels + j * s->w * bpp + i;
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switch (bpp)
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{
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case 1: pixel = *p; break;
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case 2: pixel = *(Uint16 *)p; break;
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case 3:
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if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
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pixel = p[0] << 16 | p[1] << 8 | p[2];
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else
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pixel = p[0] | p[1] << 8 | p[2] << 16;
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case 1:
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{
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if (check) pixel = *p;
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else *p >>= t;
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break;
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case 4: pixel = *(Uint32 *)p; break;
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default: break;
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}
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case 2:
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{
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if (check) pixel = *(Uint16 *)p;
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else { p[0] >>= t; p[1] >>= t; }
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break;
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}
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case 3:
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{
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if (check)
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{
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if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
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pixel = p[0] << 16 | p[1] << 8 | p[2];
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else
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pixel = p[0] | p[1] << 8 | p[2] << 16;
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}
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else { loopk(3) p[k] >>= t; }
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break;
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}
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case 4:
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{
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if (check) pixel = *(Uint32 *)p;
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else {
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Uint8 r = 0, g = 0, b = 0, a = 0;
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SDL_GetRGBA(pixel, s->format, &r, &g, &b, &a);
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r >>= t; g >>= t; b >>= t;
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Uint32 *q = (Uint32 *)p;
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*q = SDL_MapRGBA(s->format, r,g,b,a);
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}
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break;
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}
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default: break;
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}
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Uint8 r = 0, g = 0, b = 0, a = 0;
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SDL_GetRGBA(pixel, s->format, &r, &g, &b, &a);
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F += r > g ? ( r > b ? r : b ) : ( g > b ? g : b ); N++;
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if (!check)
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{
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r >>= t; g >>= t; b >>= t;
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*p = SDL_MapRGBA(s->format, r,g,b,a);
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if (check) {
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Uint8 r = 0, g = 0, b = 0, a = 0;
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SDL_GetRGBA(pixel, s->format, &r, &g, &b, &a);
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F += r > g ? ( r > b ? r : b ) : ( g > b ? g : b ); N++;
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}
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}
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}
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@@ -336,8 +361,8 @@ GLuint loadsurface(const char *texname, int &xs, int &ys, int &bpp, int clamp =
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if(!s) { conoutf("couldn't load texture %s", texname); return 0; }
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s = fixsurfaceformat(s);
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Uint8 x = 0;
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if(strstr(texname,"playermodel") && (x = fixcl(s)) > 35) fixcl(s,false,x,35);
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else if(strstr(texname,"skin") && strstr(texname,"weapon") && (x = fixcl(s)) > 40 ) fixcl(s,false,x,40);
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if(strstr(texname,"playermodel") && (x = fixcl(s)) > 35) { printf("\n%s\n",texname); fixcl(s,false,x,35); }
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else if(strstr(texname,"skin") && strstr(texname,"weapon") && (x = fixcl(s)) > 40 ) { printf("\n%s\n",texname); fixcl(s,false,x,40); }
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GLenum format = texformat(s->format->BitsPerPixel);
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if(!format)
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