@@ -1208,25 +1208,25 @@ void OpenGLBackend::ReleaseAnimBuffer(co
dest_sprite->y_offs = sprite->y_offs;
return dest_sprite;
}
/**
* Render a sprite to the back buffer.
* @param gl_sprite Sprite to render.
* @param x X position of the sprite.
* @param y Y position of the sprite.
* @param zoom Zoom level to use.
*/
void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, uint x, uint y, ZoomLevel zoom)
void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom)
{
/* Set textures. */
bool rgb = gl_sprite->BindTextures();
_glActiveTexture(GL_TEXTURE0 + 1);
_glBindTexture(GL_TEXTURE_1D, this->pal_texture);
/* Set palette remap. */
_glActiveTexture(GL_TEXTURE0 + 3);
if (pal != PAL_NONE) {
_glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
if (pal != this->last_sprite_pal) {
/* Different remap palette in use, update texture. */
@@ -61,25 +61,25 @@ private:
GLint sprite_rgb_loc; ///< Uniform location for RGB mode flag;
GLint sprite_crash_loc; ///< Uniform location for crash remap mode flag;
LRUCache<SpriteID, Sprite> cursor_cache; ///< Cache of encoded cursor sprites.
PaletteID last_sprite_pal = (PaletteID)-1; ///< Last uploaded remap palette.
OpenGLBackend();
~OpenGLBackend();
const char *Init();
bool InitShaders();
void RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, uint x, uint y, ZoomLevel zoom);
void RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom);
public:
/** Get singleton instance of this class. */
static inline OpenGLBackend *Get()
return OpenGLBackend::instance;
static const char *Create(GetOGLProcAddressProc get_proc);
static void Destroy();
void PrepareContext();
Status change: