Better fire rendering for saves
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parent
5b9032fb3f
commit
3b2f4d59fc
@ -193,6 +193,8 @@ void Renderer::clearScreen(float alpha)
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#ifndef OGLR
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std::fill(vid, vid+(VIDXRES*VIDYRES), 0);
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#endif
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#else
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g->Clear();
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#endif
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}
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#ifdef OGLR
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@ -66,8 +66,23 @@ Thumbnail * SaveRenderer::Render(GameSave * save, bool decorations)
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ren->clearScreen(1.0f);
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ren->ClearAccumulation();
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#ifdef OGLR
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ren->RenderBegin();
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ren->RenderEnd();
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#else
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int frame = 15;
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while(frame)
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{
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frame--;
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ren->render_parts();
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ren->render_fire();
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ren->clearScreen(1.0f);
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}
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ren->RenderBegin();
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ren->RenderEnd();
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#endif
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glTranslated(0, -MENUSIZE, 0);
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@ -103,8 +118,19 @@ Thumbnail * SaveRenderer::Render(GameSave * save, bool decorations)
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pixel * src = g->vid;
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ren->ClearAccumulation();
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int frame = 15;
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while(frame)
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{
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frame--;
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ren->render_parts();
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ren->render_fire();
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ren->clearScreen(1.0f);
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}
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ren->RenderBegin();
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ren->RenderEnd();
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pData = (pixel *)malloc(PIXELSIZE * ((width*CELL)*(height*CELL)));
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dst = pData;
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