changeset 3594 | aeca3d8f1b29 |
parent 3558 | 86a4437e614b |
child 3611 | ed00aa2b339e |
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); |