@@ -142,7 +142,7 @@ int FrameMan::CreateBackBuffers() {
142
142
m_BackBuffer32 = std::unique_ptr<BITMAP, BitmapDeleter>(create_bitmap_ex (c_BPP, resX, resY));
143
143
ClearBackBuffer32 ();
144
144
145
- m_BackBuffer = std::make_unique<RenderTarget>(FloatRect (0 , 0 , resX, resY), FloatRect (0 , 0 , resX, resY));
145
+ m_BackBuffer = std::make_unique<RenderTarget>(FloatRect (0 , 0 , resX, resY), FloatRect (0 , 0 , resX, resY), 8 );
146
146
147
147
m_OverlayBitmap32 = std::unique_ptr<BITMAP, BitmapDeleter>(create_bitmap_ex (c_BPP, resX, resY));
148
148
clear_to_color (m_OverlayBitmap32.get (), 0 );
@@ -173,7 +173,7 @@ int FrameMan::CreateBackBuffers() {
173
173
clear_to_color (m_PlayerScreen8.get (), 0 );
174
174
set_clip_state (m_PlayerScreen8.get (), 1 );
175
175
176
- m_PlayerScreen = std::make_unique<RenderTarget>(FloatRect (0 , 0 , resX / (m_VSplit ? 2 : 1 ), resY / (m_HSplit ? 2 : 1 )), FloatRect (0 , 0 , resX / (m_VSplit ? 2 : 1 ), resY / (m_HSplit ? 2 : 1 )), g_GLResourceMan.GetStaticTextureFromBitmap (m_PlayerScreen8.get ()));
176
+ m_PlayerScreen = std::make_unique<RenderTarget>(FloatRect (0 , 0 , resX / (m_VSplit ? 2 : 1 ), resY / (m_HSplit ? 2 : 1 )), FloatRect (0 , 0 , resX / (m_VSplit ? 2 : 1 ), resY / (m_HSplit ? 2 : 1 )), 8 , g_GLResourceMan.GetStaticTextureFromBitmap (m_PlayerScreen8.get ()));
177
177
178
178
// Update these to represent the split screens
179
179
m_PlayerScreenWidth = m_PlayerScreen->GetSize ().w ;
@@ -269,7 +269,7 @@ void FrameMan::ResetSplitScreens(bool hSplit, bool vSplit) {
269
269
clear_to_color (m_PlayerScreen8.get (), 0 );
270
270
set_clip_state (m_PlayerScreen8.get (), 1 );
271
271
272
- m_PlayerScreen = std::make_unique<RenderTarget>(FloatRect (0 , 0 , g_WindowMan.GetResX () / (m_VSplit ? 2 : 1 ), g_WindowMan.GetResY () / (m_HSplit ? 2 : 1 )), FloatRect (0 , 0 , g_WindowMan.GetResX () / (m_VSplit ? 2 : 1 ), g_WindowMan.GetResY () / (m_HSplit ? 2 : 1 )), g_GLResourceMan.GetStaticTextureFromBitmap (m_PlayerScreen8.get ()));
272
+ m_PlayerScreen = std::make_unique<RenderTarget>(FloatRect (0 , 0 , g_WindowMan.GetResX () / (m_VSplit ? 2 : 1 ), g_WindowMan.GetResY () / (m_HSplit ? 2 : 1 )), FloatRect (0 , 0 , g_WindowMan.GetResX () / (m_VSplit ? 2 : 1 ), g_WindowMan.GetResY () / (m_HSplit ? 2 : 1 )), 8 , g_GLResourceMan.GetStaticTextureFromBitmap (m_PlayerScreen8.get ()));
273
273
274
274
// Update these to represent the split screens
275
275
m_PlayerScreenWidth = m_PlayerScreen->GetSize ().w ;
@@ -831,6 +831,9 @@ void FrameMan::Draw() {
831
831
832
832
m_PlayerScreen->Begin (true );
833
833
backgroundShader.Begin ();
834
+ backgroundShader.Enable ();
835
+ backgroundShader.SetInt (" drawMasked" , 1 );
836
+
834
837
// rlSetUniformSampler(backgroundShader.GetUniformLocation("rtePalette"), g_PostProcessMan.GetPaletteTexture());
835
838
BITMAP* drawScreen = (screenCount == 1 ) ? m_BackBuffer8.get () : m_PlayerScreen8.get ();
836
839
BITMAP* drawScreenGUI = (screenCount == 1 ) ? m_BackBuffer8.get () : m_PlayerScreen8.get ();
0 commit comments