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Update to v094r27 release.
byuu says: Added AWJ's fixes for alt/cpu (Tetris Attack framelines issue) and alt/dsp (Thread::clock reset) Added fix so that the taskbar entry appears when the application first starts on Windows. Fixed checkbox toggling inside of list views on Windows. Updated nall/image to properly protect variables that should not be written externally. New Object syntax for hiro is in. Fixed the backwards-typing on Windows with the state manager. NOTE: the list view isn't redrawing when you change the description text. It does so on the cheat editor because of the resizeColumns call; but that shouldn't be necessary. I'll try and fix this for the next WIP.
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@@ -41,7 +41,7 @@ auto OpenGLProgram::bind(OpenGL* instance, const Markup::Node& node, const strin
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for(auto& leaf : node.find("pixmap")) {
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nall::image image({pathname, leaf.text()});
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image.transform(0, 32, 255u << 24, 255u << 16, 255u << 8, 255u << 0);
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image.transform();
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if(image.empty()) continue;
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GLuint texture;
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@@ -49,8 +49,8 @@ auto OpenGLProgram::bind(OpenGL* instance, const Markup::Node& node, const strin
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unsigned n = pixmaps.size();
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pixmaps(n).texture = texture;
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pixmaps(n).width = image.width;
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pixmaps(n).height = image.height;
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pixmaps(n).width = image.width();
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pixmaps(n).height = image.height();
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pixmaps(n).format = format;
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pixmaps(n).filter = filter;
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pixmaps(n).wrap = wrap;
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@@ -58,11 +58,11 @@ auto OpenGLProgram::bind(OpenGL* instance, const Markup::Node& node, const strin
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if(leaf["filter"]) pixmaps(n).filter = glrFilter(leaf["filter"].text());
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if(leaf["wrap"]) pixmaps(n).wrap = glrWrap(leaf["wrap"].text());
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unsigned w = glrSize(image.width), h = glrSize(image.height);
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unsigned w = glrSize(image.width()), h = glrSize(image.height());
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uint32_t* buffer = new uint32_t[w * h]();
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, pixmaps(n).format, w, h, 0, pixmaps(n).getFormat(), pixmaps(n).getType(), buffer);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, image.width, image.height, getFormat(), getType(), image.data);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, image.width(), image.height(), getFormat(), getType(), image.data());
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delete[] buffer;
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}
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