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- Update to ZD00m r1869:
* ported recent colormap changes to GL renderer git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@472 b0f79afe-0144-0410-b225-9a4edf0717df
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139baf158e
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30 changed files with 224 additions and 140 deletions
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@ -142,6 +142,7 @@ int validcount = 1; // increment every time a check is made
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FDynamicColormap*basecolormap; // [RH] colormap currently drawing with
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int fixedlightlev;
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lighttable_t *fixedcolormap;
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FSpecialColormap *realfixedcolormap;
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float WallTMapScale;
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float WallTMapScale2;
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@ -1207,6 +1208,7 @@ void R_SetupFrame (AActor *actor)
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}
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}
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realfixedcolormap = NULL;
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fixedcolormap = NULL;
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fixedlightlev = -1;
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@ -1214,7 +1216,18 @@ void R_SetupFrame (AActor *actor)
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{
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if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
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{
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fixedcolormap = SpecialColormaps[player->fixedcolormap].Colormap;
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realfixedcolormap = &SpecialColormaps[player->fixedcolormap];
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if (RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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{
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// Render everything fullbright. The copy to video memory will
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// apply the special colormap, so it won't be restricted to the
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// palette.
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fixedcolormap = realcolormaps;
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}
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else
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{
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fixedcolormap = SpecialColormaps[player->fixedcolormap].Colormap;
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}
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}
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else if (player->fixedlightlevel >= 0 && player->fixedlightlevel < NUMCOLORMAPS)
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{
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