hedgewars/uStore.pas
changeset 3594 aeca3d8f1b29
parent 3558 86a4437e614b
child 3611 ed00aa2b339e
equal deleted inserted replaced
3593:ae50f63e4fa9 3594:aeca3d8f1b29
   389 
   389 
   390 AddProgress;
   390 AddProgress;
   391 for ii:= Low(TSprite) to High(TSprite) do
   391 for ii:= Low(TSprite) to High(TSprite) do
   392     with SpritesData[ii] do
   392     with SpritesData[ii] do
   393         // FIXME - add a sprite attribute
   393         // FIXME - add a sprite attribute
   394         if (not cReducedQuality) or (not (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR, sprFlake, sprSplash, sprDroplet])) then // FIXME: hack
   394         if ((cReducedQuality and rqNoBackground) = 0) or (not (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR, sprFlake, sprSplash, sprDroplet])) then // FIXME: hack
   395         begin
   395         begin
   396             if AltPath = ptNone then
   396             if AltPath = ptNone then
   397                 if ii in [sprHorizontL, sprHorizontR, sprSkyL, sprSkyR] then // FIXME: hack
   397                 if ii in [sprHorizontL, sprHorizontR, sprSkyL, sprSkyR] then // FIXME: hack
   398                     tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent)
   398                     tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent)
   399                 else
   399                 else
   422                     Texture^.Scale:= 2
   422                     Texture^.Scale:= 2
   423                     end
   423                     end
   424                 else
   424                 else
   425                     begin
   425                     begin
   426                     Texture:= Surface2Tex(tmpsurf, false);
   426                     Texture:= Surface2Tex(tmpsurf, false);
   427                     if (ii = sprWater) and not cReducedQuality then // HACK: We should include some sprite attribute to define the texture wrap directions
   427                     if (ii = sprWater) and ((cReducedQuality and rq2DWater) = 0) then // HACK: We should include some sprite attribute to define the texture wrap directions
   428                     begin
   428                     begin
   429                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
   429                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
   430                     end;
   430                     end;
   431                 end;
   431                 end;
   432                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, priority);
   432                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, priority);