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Fixed applying of color to untranslated fonts in hardware renderer
https://forum.zdoom.org/viewtopic.php?t=57268
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1 changed files with 2 additions and 2 deletions
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@ -133,14 +133,14 @@ void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
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if (parms.style.Flags & STYLEF_ColorIsFixed)
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if (parms.style.Flags & STYLEF_ColorIsFixed)
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{
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{
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color = parms.fillcolor;
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color = parms.fillcolor;
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std::swap(color.r, color.b);
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}
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}
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else
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else
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{
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{
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color = PalEntry(light, light, light);
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color = PalEntry(light, light, light);
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}
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}
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color.a = (uint8_t)(parms.Alpha * 255);
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color.a = (uint8_t)(parms.Alpha * 255);
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color = PalEntry((color.a * parms.color.a) / 255, (color.r * parms.color.r) / 255, (color.g * parms.color.g) / 255, (color.b * parms.color.b) / 255);
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// red and blue channels are swapped to use value as vertex color
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color = PalEntry((color.a * parms.color.a) / 255, (color.b * parms.color.b) / 255, (color.g * parms.color.g) / 255, (color.r * parms.color.r) / 255);
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// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
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// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
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dg.mScissor[0] = GLRenderer->ScreenToWindowX(parms.lclip);
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dg.mScissor[0] = GLRenderer->ScreenToWindowX(parms.lclip);
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