diff --git a/src/display.cpp b/src/display.cpp index 3270073c7cf..7857143774e 100644 --- a/src/display.cpp +++ b/src/display.cpp @@ -524,7 +524,7 @@ std::vector display::get_terrain_images(const gamemap::location &loc, } else if(terrain_type == ADJACENT_BACKGROUND){ // this should only happen with the off map tiles and now // return the void image. NOTE this is a temp hack - const surface surface(image::get_image("terrain/off-map/alpha.png")); + const surface surface(image::get_image("terrain/off-map/alpha.png", image::SCALED_TO_HEX)); wassert(!surface.null()); if (!surface.null()) { res.push_back(surface); diff --git a/src/game_display.cpp b/src/game_display.cpp index 5fb50f122a6..ec49862882c 100644 --- a/src/game_display.cpp +++ b/src/game_display.cpp @@ -341,7 +341,7 @@ void game_display::draw(bool update,bool force) // draw the grid, if that's been enabled if(grid_ && !is_shrouded && on_map) { - tile_stack_append(image::get_image(game_config::grid_image)); + tile_stack_append(image::get_image(game_config::grid_image, image::SCALED_TO_HEX)); } // draw reach_map information @@ -360,7 +360,7 @@ void game_display::draw(bool update,bool force) // draw cross images for debug highlights if(game_config::debug && debugHighlights_.count(*it)) { - tile_stack_append(image::get_image(game_config::cross_image)); + tile_stack_append(image::get_image(game_config::cross_image, image::SCALED_TO_HEX)); } // Add the top layer overlay surfaces @@ -383,9 +383,9 @@ void game_display::draw(bool update,bool force) if(is_shrouded) { // we apply void also on off-map tiles to // shroud the half-hexes too - tile_stack_append(image::get_image(shroud_image)); + tile_stack_append(image::get_image(shroud_image, image::SCALED_TO_HEX)); } else if(fogged(*it)) { - tile_stack_append(image::get_image(fog_image)); + tile_stack_append(image::get_image(fog_image, image::SCALED_TO_HEX)); } else { tile_stack_terrains(*it,tod.id,image_type,ADJACENT_FOGSHROUD); } @@ -826,7 +826,7 @@ surface game_display::get_flag(const gamemap::location& loc) (!fogged(loc) || !teams_[currentTeam_].is_enemy(i+1))) { flags_[i].update_last_draw_time(); - return image::get_image(flags_[i].get_current_frame()); + return image::get_image(flags_[i].get_current_frame(), image::SCALED_TO_HEX); } } diff --git a/src/unit.cpp b/src/unit.cpp index 9c0fae34cba..042161d3721 100644 --- a/src/unit.cpp +++ b/src/unit.cpp @@ -1886,7 +1886,7 @@ void unit::redraw_unit(game_display& disp, const gamemap::location& loc) } for(std::vector::const_iterator ov = overlays().begin(); ov != overlays().end(); ++ov) { - const surface ov_img(image::get_image(*ov)); + const surface ov_img(image::get_image(*ov, image::SCALED_TO_ZOOM)); if(ov_img != NULL) { disp.video().blit_surface(xsrc, ysrc_adjusted, ov_img); }