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https://git.code.sf.net/p/quake/newtree
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skin code cleanup complete
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parent
aab3c199a2
commit
e955df08d1
1 changed files with 114 additions and 74 deletions
188
source/gl_skin.c
188
source/gl_skin.c
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@ -38,99 +38,91 @@
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byte player_8bit_texels[320 * 200];
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static byte translate[256];
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static unsigned int translate32[256];
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void
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Skin_Set_Translate (player_info_t *player)
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{
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int top;
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int bottom;
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int i;
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int top;
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int bottom;
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int i;
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top = bound (0, player->topcolor, 13) * 16;
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bottom = bound (0, player->bottomcolor, 13) * 16;
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for (i = 0; i < 16; i++) {
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if (top < 128) // the artists made some backwards ranges. sigh.
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translate[TOP_RANGE + i] = top + i;
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if (VID_Is8bit ()) { // 8bit texture upload
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for (i = 0; i < 16; i++) {
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if (top < 128) // the artists made some backwards
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// ranges. sigh.
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translate[TOP_RANGE + i] = top + i;
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else
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translate[TOP_RANGE + i] = top + 15 - i;
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if (bottom < 128)
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translate[BOTTOM_RANGE + i] = bottom + i;
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else
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translate[BOTTOM_RANGE + i] = bottom + 15 - i;
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}
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} else {
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if (top < 128) // the artists made some backwards
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// ranges. sigh.
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memcpy (translate32 + TOP_RANGE, d_8to24table + top,
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16 * sizeof (unsigned int));
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else
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translate[TOP_RANGE + i] = top + 15 - i;
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for (i = 0; i < 16; i++)
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translate32[TOP_RANGE + i] = top + 15 - i;
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if (bottom < 128)
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translate[BOTTOM_RANGE + i] = bottom + i;
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memcpy (translate32 + BOTTOM_RANGE, d_8to24table + bottom,
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16 * sizeof (unsigned int));
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else
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translate[BOTTOM_RANGE + i] = bottom + 15 - i;
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for (i = 0; i < 16; i++)
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translate32[BOTTOM_RANGE + i] = bottom + 15 - i;
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}
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}
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void
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Skin_Do_Translation (player_info_t *player)
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static void
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build_skin_8 (byte * original, int tinwidth, int tinheight,
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unsigned int scaled_width, unsigned int scaled_height,
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int inwidth)
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{
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int i, j;
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int inwidth, inheight;
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int tinwidth, tinheight;
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unsigned int scaled_width, scaled_height;
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unsigned int frac, fracstep;
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unsigned int translate32[256];
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byte *original;
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unsigned int pixels[512 * 256], *out;
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byte *inrow;
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byte pixels[512 * 256], *out;
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int i, j;
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// locate the original skin pixels
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tinwidth = 296; // real model width
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tinheight = 194; // real model height
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if (!player->skin)
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Skin_Find (player);
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if ((original = Skin_Cache (player->skin)) != NULL) {
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// skin data width
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inwidth = 320;
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inheight = 200;
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} else {
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original = player_8bit_texels;
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inwidth = 296;
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inheight = 194;
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}
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// because this happens during gameplay, do it fast
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// instead of sending it through GL_Upload8()
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glBindTexture (GL_TEXTURE_2D, playertextures + (player - cl.players));
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// FIXME deek: This 512x256 limit sucks!
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scaled_width = min (gl_max_size->int_val, 512);
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scaled_height = min (gl_max_size->int_val, 256);
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// allow users to crunch sizes down even more if they want
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scaled_width >>= gl_playermip->int_val;
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scaled_height >>= gl_playermip->int_val;
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if (VID_Is8bit ()) { // 8bit texture upload
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byte *out2;
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out2 = (byte *) pixels;
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memset (pixels, 0, sizeof (pixels));
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fracstep = tinwidth * 0x10000 / scaled_width;
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for (i = 0; i < scaled_height; i++, out2 += scaled_width) {
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inrow = original + inwidth * (i * tinheight / scaled_height);
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frac = fracstep >> 1;
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for (j = 0; j < scaled_width; j += 4) {
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out2[j] = translate[inrow[frac >> 16]];
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frac += fracstep;
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out2[j + 1] = translate[inrow[frac >> 16]];
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frac += fracstep;
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out2[j + 2] = translate[inrow[frac >> 16]];
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frac += fracstep;
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out2[j + 3] = translate[inrow[frac >> 16]];
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frac += fracstep;
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}
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out = pixels;
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memset (pixels, 0, sizeof (pixels));
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fracstep = tinwidth * 0x10000 / scaled_width;
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for (i = 0; i < scaled_height; i++, out += scaled_width) {
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inrow = original + inwidth * (i * tinheight / scaled_height);
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frac = fracstep >> 1;
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for (j = 0; j < scaled_width; j += 4) {
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out[j] = translate[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 1] = translate[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 2] = translate[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 3] = translate[inrow[frac >> 16]];
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frac += fracstep;
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}
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GL_Upload8_EXT ((byte *) pixels, scaled_width, scaled_height, false,
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false);
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return;
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}
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for (i = 0; i < 256; i++)
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translate32[i] = d_8to24table[translate[i]];
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GL_Upload8_EXT ((byte *) pixels, scaled_width, scaled_height, false, false);
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}
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static void
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build_skin_32 (byte * original, int tinwidth, int tinheight,
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unsigned int scaled_width, unsigned int scaled_height,
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int inwidth)
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{
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unsigned int frac, fracstep;
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byte *inrow;
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unsigned int pixels[512 * 256], *out;
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int i, j;
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out = pixels;
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memset (pixels, 0, sizeof (pixels));
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@ -158,11 +150,59 @@ Skin_Do_Translation (player_info_t *player)
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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void
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Skin_Do_Translation (player_info_t *player)
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{
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int inwidth, inheight;
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int tinwidth, tinheight;
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unsigned int scaled_width, scaled_height;
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byte *original;
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// locate the original skin pixels
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tinwidth = 296; // real model width
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tinheight = 194; // real model height
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if (!player->skin)
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Skin_Find (player);
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if ((original = Skin_Cache (player->skin)) != NULL) {
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// skin data width
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inwidth = 320;
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inheight = 200;
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} else {
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original = player_8bit_texels;
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inwidth = 296;
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inheight = 194;
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}
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// because this happens during gameplay, do it fast
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// instead of sending it through GL_Upload8()
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glBindTexture (GL_TEXTURE_2D, playertextures + (player - cl.players));
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// FIXME deek: This 512x256 limit sucks!
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scaled_width = min (gl_max_size->int_val, 512);
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scaled_height = min (gl_max_size->int_val, 256);
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// allow users to crunch sizes down even more if they want
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scaled_width >>= gl_playermip->int_val;
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scaled_height >>= gl_playermip->int_val;
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if (VID_Is8bit ()) { // 8bit texture upload
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build_skin_8 (original, tinwidth, tinheight, scaled_width,
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scaled_height, inwidth);
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} else {
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build_skin_32 (original, tinwidth, tinheight, scaled_width,
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scaled_height, inwidth);
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}
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}
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void
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Skin_Init_Translation (void)
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{
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int i;
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int i;
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for (i=0; i < 256; i++)
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translate [i] = i;
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for (i = 0; i < 256; i++) {
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translate[i] = i;
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translate32[i] = d_8to24table[i];
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}
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}
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