mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
- Fix testcolor and testfade in the software renderer
This commit is contained in:
parent
f759e1155a
commit
1505f75669
1 changed files with 5 additions and 7 deletions
|
@ -57,13 +57,11 @@ FORCEINLINE FDynamicColormap *GetColorTable(const FColormap &cm, PalEntry Specia
|
||||||
c.Decolorize();
|
c.Decolorize();
|
||||||
c = SpecialColor.Modulate(c);
|
c = SpecialColor.Modulate(c);
|
||||||
}
|
}
|
||||||
auto p = &NormalLight;
|
|
||||||
if (c == p->Color &&
|
// First colormap is the default Doom colormap.
|
||||||
cm.FadeColor == p->Fade &&
|
// testcolor and testfade CCMDs modifies the first colormap, so we have to do the check without looking at the actual values stored in NormalLight.
|
||||||
cm.Desaturation == p->Desaturate)
|
if (c == PalEntry(255, 255, 255) && cm.FadeColor == 0 && cm.Desaturation == 0)
|
||||||
{
|
return &NormalLight;
|
||||||
return p;
|
|
||||||
}
|
|
||||||
|
|
||||||
return GetSpecialLights(c, cm.FadeColor, cm.Desaturation);
|
return GetSpecialLights(c, cm.FadeColor, cm.Desaturation);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue