Loading cmds/bootanimation/BootAnimation.cpp +5 −2 Original line number Diff line number Diff line Loading @@ -1525,6 +1525,7 @@ bool BootAnimation::playAnimation(const Animation& animation) { for (size_t i=0 ; i<pcount ; i++) { const Animation::Part& part(animation.parts[i]); const size_t fcount = part.frames.size(); glBindTexture(GL_TEXTURE_2D, 0); // Handle animation package if (part.animation != nullptr) { Loading Loading @@ -1601,8 +1602,10 @@ bool BootAnimation::playAnimation(const Animation& animation) { if (r > 0) { glBindTexture(GL_TEXTURE_2D, frame.tid); } else { if (part.count != 1) { glGenTextures(1, &frame.tid); glBindTexture(GL_TEXTURE_2D, frame.tid); } int w, h; // Set decoding option to alpha unpremultiplied so that the R, G, B channels // of transparent pixels are preserved. Loading Loading
cmds/bootanimation/BootAnimation.cpp +5 −2 Original line number Diff line number Diff line Loading @@ -1525,6 +1525,7 @@ bool BootAnimation::playAnimation(const Animation& animation) { for (size_t i=0 ; i<pcount ; i++) { const Animation::Part& part(animation.parts[i]); const size_t fcount = part.frames.size(); glBindTexture(GL_TEXTURE_2D, 0); // Handle animation package if (part.animation != nullptr) { Loading Loading @@ -1601,8 +1602,10 @@ bool BootAnimation::playAnimation(const Animation& animation) { if (r > 0) { glBindTexture(GL_TEXTURE_2D, frame.tid); } else { if (part.count != 1) { glGenTextures(1, &frame.tid); glBindTexture(GL_TEXTURE_2D, frame.tid); } int w, h; // Set decoding option to alpha unpremultiplied so that the R, G, B channels // of transparent pixels are preserved. Loading