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- fixed overflow with storing a sprite's dynamic light color in a PalEntry.
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parent
9a6bc64381
commit
92185f96eb
3 changed files with 4 additions and 9 deletions
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@ -141,7 +141,7 @@ bool FRenderState::ApplyShader()
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activeShader->muLightParms.Set(mLightParms);
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activeShader->muLightParms.Set(mLightParms);
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activeShader->muFogColor.Set(mFogColor);
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activeShader->muFogColor.Set(mFogColor);
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activeShader->muObjectColor.Set(mObjectColor);
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activeShader->muObjectColor.Set(mObjectColor);
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activeShader->muDynLightColor.Set(mDynColor);
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activeShader->muDynLightColor.Set(mDynColor.vec);
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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if (mGlowEnabled)
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if (mGlowEnabled)
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@ -65,7 +65,7 @@ class FRenderState
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FStateVec4 mGlowTopPlane, mGlowBottomPlane;
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FStateVec4 mGlowTopPlane, mGlowBottomPlane;
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PalEntry mFogColor;
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PalEntry mFogColor;
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PalEntry mObjectColor;
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PalEntry mObjectColor;
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PalEntry mDynColor;
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FStateVec4 mDynColor;
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int mEffectState;
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int mEffectState;
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int mColormapState;
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int mColormapState;
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@ -184,12 +184,7 @@ public:
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void SetDynLight(float r, float g, float b)
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void SetDynLight(float r, float g, float b)
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{
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{
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mDynColor = PalEntry(255, xs_CRoundToInt(r*255), xs_CRoundToInt(g*255), xs_CRoundToInt(b*255));
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mDynColor.Set(r, g, b, 0);
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}
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void SetDynLight(PalEntry pe)
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{
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mDynColor = pe;
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}
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}
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void SetObjectColor(PalEntry pe)
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void SetObjectColor(PalEntry pe)
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@ -186,7 +186,7 @@ class FShader
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FUniform4f muColormapRange;
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FUniform4f muColormapRange;
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FBufferedUniform4i muLightRange;
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FBufferedUniform4i muLightRange;
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FBufferedUniformPE muFogColor;
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FBufferedUniformPE muFogColor;
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FBufferedUniformPE muDynLightColor;
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FBufferedUniform4f muDynLightColor;
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FBufferedUniformPE muObjectColor;
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FBufferedUniformPE muObjectColor;
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FUniform4f muGlowBottomColor;
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FUniform4f muGlowBottomColor;
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FUniform4f muGlowTopColor;
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FUniform4f muGlowTopColor;
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