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Remove initial R_SetColorMappings() call
This happens before the SDL GL window is set up, which just results in a warning. Another call will properly set the gamma table after the window is initialized. Make gammaTable a stack variable. This is sufficient, since SDL already restores the gamma values for us on exit.
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0e3500b919
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a18650b27e
2 changed files with 3 additions and 8 deletions
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@ -1731,6 +1731,7 @@ void R_SetColorMappings( void ) {
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int i, j;
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float g, b;
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int inf;
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unsigned short gammaTable[256];
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b = r_brightness.GetFloat();
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g = r_gamma.GetFloat();
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@ -1753,10 +1754,10 @@ void R_SetColorMappings( void ) {
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inf = 0xffff;
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}
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tr.gammaTable[i] = inf;
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gammaTable[i] = inf;
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}
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GLimp_SetGamma( tr.gammaTable, tr.gammaTable, tr.gammaTable );
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GLimp_SetGamma( gammaTable, gammaTable, gammaTable );
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}
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@ -2089,7 +2090,6 @@ void idRenderSystemLocal::Clear( void ) {
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guiRecursionLevel = 0;
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guiModel = NULL;
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demoGuiModel = NULL;
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memset( gammaTable, 0, sizeof( gammaTable ) );
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takingScreenshot = false;
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}
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@ -2130,9 +2130,6 @@ void idRenderSystemLocal::Init( void ) {
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idCinematic::InitCinematic( );
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// build brightness translation tables
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R_SetColorMappings();
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R_InitMaterials();
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renderModelManager->Init();
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@ -801,8 +801,6 @@ public:
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int guiRecursionLevel; // to prevent infinite overruns
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class idGuiModel * guiModel;
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class idGuiModel * demoGuiModel;
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unsigned short gammaTable[256]; // brightness / gamma modify this
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};
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extern backEndState_t backEnd;
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