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- better handling of map preview for different resolutions
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17e2a87890
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5623866779
@ -4457,6 +4457,7 @@ void Renderer::renderMapPreview( const MapPreview *map, bool renderAll,
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float playerCrossSize = 2;
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float clientW = renderMapWidth * cellSize;
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float clientH = renderMapHeight * cellSize;;
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float minDimension = std::min(metrics.getVirtualW(), metrics.getVirtualH());
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// stretch small maps to 128x128
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if(map->getW() < map->getH()) {
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@ -4477,7 +4478,7 @@ void Renderer::renderMapPreview( const MapPreview *map, bool renderAll,
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Texture2DGl *texture = static_cast<Texture2DGl *>(*renderToTexture);
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texture->setMipmap(false);
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Pixmap2D *pixmapScreenShot = texture->getPixmap();
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pixmapScreenShot->init(metrics.getVirtualW(), metrics.getVirtualH(), 4);
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pixmapScreenShot->init(minDimension, minDimension, 4);
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texture->setForceCompressionDisabled(true);
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texture->init(textureFilter,maxAnisotropy);
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texture->setup_FBO_RBO();
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@ -4492,8 +4493,8 @@ void Renderer::renderMapPreview( const MapPreview *map, bool renderAll,
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if(supportFBOs == true && renderToTexture != NULL) {
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cellSize =1;
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clientW = metrics.getVirtualW();
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clientH = metrics.getVirtualH();
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clientW = minDimension;
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clientH = minDimension;
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int mapMaxDimensionSize = std::max(map->getW(),map->getH());
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switch(mapMaxDimensionSize) {
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case 8:
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@ -1214,7 +1214,7 @@ void MenuStateCustomGame::render() {
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renderer.renderTextureQuad(800,600,200,150,factionTexture,0.7f);
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}
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if(mapPreviewTexture != NULL) {
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renderer.renderTextureQuad(5,165,180,180,mapPreviewTexture,1.0f);
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renderer.renderTextureQuad(5,185,150,150,mapPreviewTexture,1.0f);
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//printf("=================> Rendering map preview texture\n");
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}
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