bool opaqueText;
int xOffset;
bool writingText;
+ bool writingOutline;
ColorAlpha background;
};
return false;
}
- bool MakeDDBitmap(DisplaySystem displaySystem, Bitmap bitmap, bool mipMaps)
+ bool MakeDDBitmap(DisplaySystem displaySystem, Bitmap bitmap, bool mipMaps, int cubeMapFace)
{
bool result = false;
D3D8System d3dSystem = displaySystem.driverData;
- if(bitmap.Convert(null, pixelFormat888, null))
+ if(cubeMapFace && bitmap.Convert(null, pixelFormat888, null))
{
IDirect3DTexture8 * texture;
uint w = pow2i(Min(bitmap.width, 512)), h = pow2i(Min(bitmap.height, 512));
((subclass(DisplayDriver))class(LFBDisplayDriver)).UnloadFont(displaySystem, font);
}
- Font LoadFont(DisplaySystem displaySystem, const char * faceName, float size, FontFlags flags)
+ Font LoadFont(DisplaySystem displaySystem, const char * faceName, float size, FontFlags flags, float outlineSize, float outlineFade)
{
- return ((subclass(DisplayDriver))class(LFBDisplayDriver)).LoadFont(displaySystem, faceName, size, flags);
+ return ((subclass(DisplayDriver))class(LFBDisplayDriver)).LoadFont(displaySystem, faceName, size, flags, outlineSize, outlineFade);
}
void TextFont(Display display, Surface surface, Font font)