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Weight certain shades of MD2 blends
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f29fa5c41e
commit
01f1229477
1 changed files with 13 additions and 6 deletions
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@ -969,9 +969,10 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
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{
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{
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UINT16 r, g, b;
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UINT16 r, g, b;
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r = (UINT16)V_GetColor(colortranslations[color][0]).s.red;
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blendcolor = V_GetColor(colortranslations[color][0]);
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g = (UINT16)V_GetColor(colortranslations[color][0]).s.green;
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r = (UINT16)blendcolor.s.red;
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b = (UINT16)V_GetColor(colortranslations[color][0]).s.blue;
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g = (UINT16)blendcolor.s.green;
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b = (UINT16)blendcolor.s.blue;
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for (i = 1; i < 16; i++)
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for (i = 1; i < 16; i++)
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{
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{
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@ -979,11 +980,17 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
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r += (UINT16)nextcolor.s.red;
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r += (UINT16)nextcolor.s.red;
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g += (UINT16)nextcolor.s.green;
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g += (UINT16)nextcolor.s.green;
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b += (UINT16)nextcolor.s.blue;
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b += (UINT16)nextcolor.s.blue;
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if (i >= 4 && i <= 9) // Weight these shades more. Indices 4-9 weren't randomly picked, they are commonly used on sprites and are generally what the colors "look" like
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{
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r += (UINT16)nextcolor.s.red;
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g += (UINT16)nextcolor.s.green;
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b += (UINT16)nextcolor.s.blue;
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}
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}
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}
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blendcolor.s.red = (UINT8)(r/16);
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blendcolor.s.red = (UINT8)(r/22);
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blendcolor.s.green = (UINT8)(g/16);
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blendcolor.s.green = (UINT8)(g/22);
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blendcolor.s.blue = (UINT8)(b/16);
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blendcolor.s.blue = (UINT8)(b/22);
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}
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}
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// rainbow support, could theoretically support boss ones too
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// rainbow support, could theoretically support boss ones too
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