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Fix few bugs from last commit
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ca5d0899fd
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@ -96,7 +96,7 @@ namespace ClassicalSharp {
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public Texture MakeTextTexture(ref DrawTextArgs args, int windowX, int windowY) {
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public Texture MakeTextTexture(ref DrawTextArgs args, int windowX, int windowY) {
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Size size = MeasureSize(ref args);
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Size size = MeasureSize(ref args);
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if (size == Size.Empty)
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if (size == Size.Empty)
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return new Texture(-1, windowX, windowY, 0, 0, 1, 1);
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return new Texture(0, windowX, windowY, 0, 0, 1, 1);
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using (Bitmap bmp = CreatePow2Bitmap(size)) {
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using (Bitmap bmp = CreatePow2Bitmap(size)) {
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SetBitmap(bmp);
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SetBitmap(bmp);
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@ -56,7 +56,6 @@
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<DefineConstants>DEBUG;TRACE;USE_DX;</DefineConstants>
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<DefineConstants>DEBUG;TRACE;USE_DX;</DefineConstants>
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<StartAction>Project</StartAction>
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<StartAction>Project</StartAction>
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<BaseIntermediateOutputPath>obj\</BaseIntermediateOutputPath>
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<BaseIntermediateOutputPath>obj\</BaseIntermediateOutputPath>
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<StartArguments>unk aa 127.0.0.1 25566</StartArguments>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)' == 'Release_D3D' ">
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<PropertyGroup Condition=" '$(Configuration)' == 'Release_D3D' ">
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<OutputPath>..\output\release\</OutputPath>
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<OutputPath>..\output\release\</OutputPath>
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@ -23,14 +23,13 @@ namespace ClassicalSharp.Textures {
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}
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}
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public static int LoadTile(int texLoc) {
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public static int LoadTile(int texLoc) {
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int size = TileSize;
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int size = TileSize, x = texLoc % TilesPerRow, y = texLoc / TilesPerRow;
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if (y >= RowsCount) return 0;
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using (FastBitmap atlas = new FastBitmap(Atlas, true, true))
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using (FastBitmap atlas = new FastBitmap(Atlas, true, true))
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using (Bitmap bmp = Platform.CreateBmp(size, size))
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using (Bitmap bmp = Platform.CreateBmp(size, size))
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using (FastBitmap dst = new FastBitmap(bmp, true, false))
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using (FastBitmap dst = new FastBitmap(bmp, true, false))
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{
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{
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int x = texLoc % TilesPerRow, y = texLoc / TilesPerRow;
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y %= RowsCount;
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FastBitmap.MovePortion(x * size, y * size, 0, 0, atlas, dst, size);
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FastBitmap.MovePortion(x * size, y * size, 0, 0, atlas, dst, size);
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return game.Graphics.CreateTexture(dst, false, game.Graphics.Mipmaps);
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return game.Graphics.CreateTexture(dst, false, game.Graphics.Mipmaps);
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}
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}
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