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tweak handling of B&W for GEOS. Not perfect on a scaled display.
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@ -216,10 +216,13 @@ inline void AppleDisplay::Draw14DoubleHiresPixelsAt(uint16_t addr)
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drawApplePixel(bitTrain & 0x0F, col+xoff+1,row);
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} else {
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// Perfect color, B&W, monochrome. Draw an exact version of the pixels, and let
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// the physical display figure out if they need to be reduced to B&W or not.
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// the physical display figure out if they need to be reduced to B&W or not
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// (for the most part - the m_blackAndWhite piece here allows full-res displays
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// to give the crispest resolution.)
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uint8_t color = bitTrain & 0x0F;
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if (g_displayType == m_blackAndWhite) { color = c_white; }
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g_display->cachePixel((col*2)+(xoff*2), row,
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((bitTrain & 0x01) ? color : c_black));
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@ -345,10 +345,14 @@ void TeensyDisplay::cachePixel(uint16_t x, uint16_t y, uint8_t color)
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// with a color between the two.
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#if 1
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// This is straight blending, R/G/B average
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// This is straight blending, R/G/B average, except in B&W mode
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uint16_t origColor = dmaBuffer[y+VOFFSET][(x>>1)+HOFFSET];
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uint16_t newColor = loresPixelColors[color];
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cacheDoubleWidePixel(x>>1, y, blendColors(origColor, newColor));
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if (g_displayType == m_blackAndWhite) {
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cacheDoubleWidePixel(x>>1, y, (origColor && newColor) ? 0xFFFF : 0x0000);
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} else {
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cacheDoubleWidePixel(x>>1, y, blendColors(origColor, newColor));
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}
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#endif
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#if 0
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