diff --git a/src/gl/textures/gl_material.cpp b/src/gl/textures/gl_material.cpp index fb1ee3cda9..f45a702b90 100644 --- a/src/gl/textures/gl_material.cpp +++ b/src/gl/textures/gl_material.cpp @@ -242,26 +242,7 @@ unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, F { // When using translations everything must be mapped to the base palette. // so use CopyTrueColorTranslated - PalEntry penew[256]; - PalEntry *pal; - - // Todo: Give all palettes proper alpha and make sure the software renderer can handle it. - PalEntry *ptrans = GLTranslationPalette::GetPalette(translation); - if (ptrans && !alphatrans) - { - for (int i = 1; i < 256; i++) - { - penew[i] = (ptrans[i] | 0xff000000); - } - penew[0] = 0; - pal = penew; - } - else if (ptrans) - { - pal = ptrans; - } - - tex->CopyTrueColorTranslated(&bmp, exx, exx, 0, pal); + tex->CopyTrueColorTranslated(&bmp, exx, exx, 0, GLTranslationPalette::GetPalette(translation)); isTransparent = 0; // This is not conclusive for setting the texture's transparency info. } diff --git a/src/r_data/r_translate.cpp b/src/r_data/r_translate.cpp index b069aa9f36..2b8849b685 100644 --- a/src/r_data/r_translate.cpp +++ b/src/r_data/r_translate.cpp @@ -757,7 +757,7 @@ int CreateBloodTranslation(PalEntry color) for (i = 0; i < 256; i++) { int bright = MAX(MAX(GPalette.BaseColors[i].r, GPalette.BaseColors[i].g), GPalette.BaseColors[i].b); - PalEntry pe = PalEntry(color.r*bright/255, color.g*bright/255, color.b*bright/255); + PalEntry pe = PalEntry(255, color.r*bright/255, color.g*bright/255, color.b*bright/255); int entry = ColorMatcher.Pick(pe.r, pe.g, pe.b); trans->Palette[i] = pe;