Changes for linux version

This commit is contained in:
Regalis
2016-11-03 20:11:56 +02:00
parent c3b3d57b57
commit 1e61e815b8
2 changed files with 9 additions and 5 deletions
+4
View File
@@ -63,6 +63,8 @@ namespace Barotrauma
private static bool CheckException(GameMain game, Exception e) private static bool CheckException(GameMain game, Exception e)
{ {
#if WINDOWS
if (e is SharpDX.SharpDXException) if (e is SharpDX.SharpDXException)
{ {
switch ((uint)((SharpDX.SharpDXException)e).ResultCode.Code) switch ((uint)((SharpDX.SharpDXException)e).ResultCode.Code)
@@ -105,6 +107,8 @@ namespace Barotrauma
} }
} }
#endif
return false; return false;
} }
+5 -5
View File
@@ -37,10 +37,10 @@ namespace Barotrauma
cam = new Camera(); cam = new Camera();
cam.Translate(new Vector2(-10.0f, 50.0f)); cam.Translate(new Vector2(-10.0f, 50.0f));
renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs); var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs);
if(files.Count > 0) if(files.Count > 0)
@@ -405,7 +405,7 @@ namespace Barotrauma
GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect,false); GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect,false);
spriteBatch.Begin(SpriteSortMode.Immediate, 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); float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),