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https://github.com/FWGS/xash3d-fwgs.git
synced 2026-08-05 03:24:56 +08:00
engine: make particle texture white, shift 1 pixel down and to the right
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@@ -513,15 +513,24 @@ static void R_CreateBuiltinTextures( void )
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ref.dllFuncs.GL_CreateTexture( REF_DEFAULT_TEXTURE, 16, 16, data16x16, 0 );
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ref.dllFuncs.GL_CreateTexture( REF_DEFAULT_TEXTURE, 16, 16, data16x16, 0 );
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// particle texture
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// particle texture
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uint particle[64] = { 0 };
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uint particle[64];
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for( int y = 0; y < 4; y++ )
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for( int y = 0; y < 8; y++ )
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{
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{
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for( int x = 0; x < 4; x++ )
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for( int x = 0; x < 8; x++ )
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particle[y * 8 + x] = 0x00FFFFFF; // fill it with invisible white
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}
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// a1ba: moved one pixel down and to the right to make it look better with linear interpolation
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// set to 0 to make it look like in goldsrc
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const int corner = 1;
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for( int y = corner; y < 4 + corner; y++ )
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{
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for( int x = corner; x < 4 + corner; x++ )
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{
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{
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if(( x == 0 || x == 3 ) && ( y == 0 || y == 3 ))
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if(( x == corner || x == 3 + corner ) && ( y == corner || y == 3 + corner ))
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continue;
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continue;
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particle[y * 8 + x] = 0xFF000000;
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particle[y * 8 + x] = 0xFFFFFFFF;
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}
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}
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}
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}
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ref.dllFuncs.GL_CreateTexture( REF_PARTICLE_TEXTURE, 8, 8, particle, TF_CLAMP|TF_HAS_ALPHA );
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ref.dllFuncs.GL_CreateTexture( REF_PARTICLE_TEXTURE, 8, 8, particle, TF_CLAMP|TF_HAS_ALPHA );
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