With the latest code (d3457f4) thumbnail images in Save or Load menu are broken.
I can't say at the moment is the compatibility renderer affected only (the screenshot above is from GZDoom running on macOS) or is it a common issue. It looks like a picture rendered in FGLRenderer::WriteSavePic() is wrong.
[d3457f4] Incorrect images in save/load menus
Moderator: Graf Zahl
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Re: [d3457f4] Incorrect images in save/load menus
Was happening here too. Another viewport issue. Ugh. Seems touching that code was more dangerous than I thought.
I've fixed it, but there's one thing left that I'm not entirely sure is the fault of my patch or not. It draws the player sprite on the thumbnail now while it doesn't seem to be doing that for last gzdoom release. This works fine as long as the screen size is maxed, but for smaller sizes the player sprite offset is wrong. Is supposed to be drawing the gun?
Pushed what I got so far to the viewport fix pull request (https://github.com/coelckers/gzdoom/pull/70).
I've fixed it, but there's one thing left that I'm not entirely sure is the fault of my patch or not. It draws the player sprite on the thumbnail now while it doesn't seem to be doing that for last gzdoom release. This works fine as long as the screen size is maxed, but for smaller sizes the player sprite offset is wrong. Is supposed to be drawing the gun?
Pushed what I got so far to the viewport fix pull request (https://github.com/coelckers/gzdoom/pull/70).
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Re: [d3457f4] Incorrect images in save/load menus
No, thumbnails were clean from gun sprite and HUD.dpJudas wrote:It draws the player sprite on the thumbnail now while it doesn't seem to be doing that for last gzdoom release. This works fine as long as the screen size is maxed, but for smaller sizes the player sprite offset is wrong. Is supposed to be drawing the gun?
Also, it seems like gamma is applied to a thumbnail before saving to a file because they are brighter than before.
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Re: [d3457f4] Incorrect images in save/load menus
OK, fixed that as well.