diff --git a/Subsurface/Source/Program.cs b/Subsurface/Source/Program.cs index 5e204c01a..09448f029 100644 --- a/Subsurface/Source/Program.cs +++ b/Subsurface/Source/Program.cs @@ -63,6 +63,8 @@ namespace Barotrauma private static bool CheckException(GameMain game, Exception e) { +#if WINDOWS + if (e is SharpDX.SharpDXException) { switch ((uint)((SharpDX.SharpDXException)e).ResultCode.Code) @@ -104,6 +106,8 @@ namespace Barotrauma return false; } } + +#endif return false; } diff --git a/Subsurface/Source/Screens/GameScreen.cs b/Subsurface/Source/Screens/GameScreen.cs index d04951049..a06d37562 100644 --- a/Subsurface/Source/Screens/GameScreen.cs +++ b/Subsurface/Source/Screens/GameScreen.cs @@ -37,10 +37,10 @@ namespace Barotrauma cam = new Camera(); cam.Translate(new Vector2(-10.0f, 50.0f)); - renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); - renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); - renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); - renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); + renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); + renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); + renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); + renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs); if(files.Count > 0) @@ -405,7 +405,7 @@ namespace Barotrauma GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect,false); spriteBatch.Begin(SpriteSortMode.Immediate, - BlendState.AlphaBlend); + BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.None, RasterizerState.CullNone, null); float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f); spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),