Thanks University-lessons to give me some time on my laptop ;D ... what else is useful in "algorithms and programming".
think I got something which is usable...
Add function (or use the given one in the frame-create-function):
and change TextureRender_End to:
As you see I changed the width/height thing... Because Textures are surely saved with power of 2 and some sprites (eg when fullscreen-resolutions) aren't saved this way - the stretching occours.
If now the function nextpowsize returns the correct dimensions - for 800x600 its 1024x1024, all stretching is gone... and it looks smooth again ;D...
Hope it works for you too.
ah and... may be for OGL you can comment out:
in the same function - for me commenting it out didnt change a thing in OGL.
bye
MB
think I got something which is usable...
Add function (or use the given one in the frame-create-function):
Function NextPowSize(n) Local t = 1 While t<n t:*2 Wend Return t End Function
and change TextureRender_End to:
Function TextureRender_End() SetScale 1.0, 1.0 ?Win32 If dx D3D7GraphicsDriver().Direct3DDevice7().EndScene() Else ? glBindTexture GL_TEXTURE_2D, GLFrame.name ' glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, Width, Height, 0) glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, NextPowSize(width), NextPowSize(Height), 0) glBindTexture GL_TEXTURE_2D, 0 ?Win32 EndIf ? ViewportSet(0,0,GraphicsWidth(),GraphicsHeight()) DrawImageRect Image,-2000,-2000,1,1 ' debuglog "tRender : TextureRender_End OK" Return True End Function
As you see I changed the width/height thing... Because Textures are surely saved with power of 2 and some sprites (eg when fullscreen-resolutions) aren't saved this way - the stretching occours.
If now the function nextpowsize returns the correct dimensions - for 800x600 its 1024x1024, all stretching is gone... and it looks smooth again ;D...
Hope it works for you too.
ah and... may be for OGL you can comment out:
DrawImageRect Image,-2000,-2000,1,1
in the same function - for me commenting it out didnt change a thing in OGL.
bye
MB