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- fixed: FTexture::SmoothEdges must forward its result to the base texture in case a redirection is in effect.
Both need the bMasked flag, or some code will think that the texture is not fully opaque if no holes were found. # Conflicts: # src/gl/textures/gl_material.h # src/textures/texture.cpp
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2 changed files with 6 additions and 1 deletions
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@ -115,7 +115,7 @@ public:
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void PrecacheList(SpriteHits &translations);
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bool isMasked() const
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{
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return !!mBaseLayer->tex->bMasked;
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return mBaseLayer->tex->bMasked;
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}
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int GetLayers() const
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@ -495,6 +495,11 @@ bool FTexture::ProcessData(unsigned char * buffer, int w, int h, bool ispatch)
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if (bMasked)
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{
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bMasked = SmoothEdges(buffer, w, h);
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if (!bMasked)
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{
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auto stex = GetRedirect(false);
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stex->bMasked = false; // also clear in the base texture if there is a redirection.
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}
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if (bMasked && !ispatch) FindHoles(buffer, w, h);
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}
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return true;
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