* the palette shader was not bound.
* the palette textures were not bound.
* palette mode still used regular lighting on top of the palette emulation
This works a lot better than before but is still not complete.
An empty buffer is a perfectly valid construct that may not be asserted upon. The 3D scene does not use indices so the buffer receives no data and remains empty.
This made the softpoly renderer fail in debug builds. Performance issues aside it works fine now.
Fixes#314
Most of what got added is still unused.
# Conflicts:
# source/build/src/palette.cpp
# Conflicts:
# source/build/src/palette.cpp
# Conflicts:
# source/common/engine/i_interface.h
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?