[quake3-commits] r2226 - trunk/code/renderer
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Thu Mar 29 00:49:37 EDT 2012
Author: ztm
Date: 2012-03-29 00:49:36 -0400 (Thu, 29 Mar 2012)
New Revision: 2226
Modified:
trunk/code/renderer/tr_font.c
Log:
Fixed writing pre-rendered font TGAs, needed to flip image.
Modified: trunk/code/renderer/tr_font.c
===================================================================
--- trunk/code/renderer/tr_font.c 2012-03-29 04:05:13 UTC (rev 2225)
+++ trunk/code/renderer/tr_font.c 2012-03-29 04:49:36 UTC (rev 2226)
@@ -58,11 +58,9 @@
// 4. Exit the game and there will be three dat files and at least three tga files. The
// tga's are in 256x256 pages so if it takes three images to render a 24 point font you
// will end up with fontImage_0_24.tga through fontImage_2_24.tga
-// 5. You will need to flip the tga's in Photoshop as the tga output code writes them upside
-// down.
-// 6. In future runs of the game, the system looks for these images and data files when a s
+// 5. In future runs of the game, the system looks for these images and data files when a s
// specific point sized font is rendered and loads them for use.
-// 7. Because of the original beta nature of the FreeType code you will probably want to hand
+// 6. Because of the original beta nature of the FreeType code you will probably want to hand
// touch the font bitmaps.
//
// Currently a define in the project turns on or off the FreeType code which is currently
@@ -146,8 +144,11 @@
}
void WriteTGA (char *filename, byte *data, int width, int height) {
- byte *buffer;
- int i, c;
+ byte *buffer;
+ int i, c;
+ int row;
+ unsigned char *flip;
+ unsigned char *src, *dst;
buffer = ri.Malloc(width*height*4 + 18);
Com_Memset (buffer, 0, 18);
@@ -168,6 +169,19 @@
buffer[i+3] = data[i-18+3]; // alpha
}
+ // flip upside down
+ flip = (unsigned char *)ri.Malloc(width*4);
+ for(row = 0; row < height/2; row++)
+ {
+ src = buffer + 18 + row * 4 * width;
+ dst = buffer + 18 + (height - row - 1) * 4 * width;
+
+ Com_Memcpy(flip, src, width*4);
+ Com_Memcpy(src, dst, width*4);
+ Com_Memcpy(dst, flip, width*4);
+ }
+ ri.Free(flip);
+
ri.FS_WriteFile(filename, buffer, c);
//f = fopen (filename, "wb");
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