Fades an entire bitmap one step closer to black
| 337 | } |
| 338 | // Fades an entire bitmap one step closer to black |
| 339 | void FadeProcTexture(int tex_handle) { |
| 340 | int total = PROC_SIZE * PROC_SIZE; |
| 341 | uint8_t *src_data = ProcDestData; |
| 342 | int fadeval; |
| 343 | fadeval = 255 - GameTextures[tex_handle].procedural->heat; |
| 344 | fadeval >>= 3; |
| 345 | fadeval++; |
| 346 | |
| 347 | for (int i = 0; i < total; i++, src_data++) { |
| 348 | int pix = *src_data; |
| 349 | if (pix) { |
| 350 | if (pix - fadeval <= 0) |
| 351 | *src_data = 0; |
| 352 | else |
| 353 | *src_data = pix - fadeval; |
| 354 | } |
| 355 | } |
| 356 | } |
| 357 | // Heats an entire bitmap |
| 358 | void HeatProcTexture(int tex_handle) { |
| 359 | int total = PROC_SIZE * PROC_SIZE; |
no outgoing calls
no test coverage detected