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https://github.com/ZDoom/qzdoom.git
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- made video base code game independent
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parent
2196b4fb04
commit
ddef3f7b98
56 changed files with 251 additions and 241 deletions
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@ -39,7 +39,8 @@
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#include "v_draw.h"
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#include "fcolormap.h"
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F2DDrawer* twod;
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static F2DDrawer drawer;
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F2DDrawer* twod = &drawer;
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EXTERN_CVAR(Float, transsouls)
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@ -198,7 +198,7 @@ public:
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int GetWidth() const { return Width; }
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int GetHeight() const { return Height; }
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void SetSize(int w, int h) { Width = w; Height = h; }
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void Begin() { isIn2D = true; }
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void Begin(int w, int h) { isIn2D = true; Width = w; Height = h; }
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void End() { isIn2D = false; }
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bool HasBegun2D() { return isIn2D; }
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@ -1222,7 +1222,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Screen, DrawThickLine, DrawThickLine)
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//==========================================================================
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//
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// DCanvas :: Clear
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// ClearRect
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//
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// Set an area to a specified color.
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//
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@ -1281,7 +1281,7 @@ DEFINE_ACTION_FUNCTION(_Screen, Clear)
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//==========================================================================
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//
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// DCanvas :: Dim
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// DoDim
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//
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// Applies a colored overlay to an area of the screen.
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//
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@ -219,7 +219,6 @@ void DoDim(F2DDrawer* drawer, PalEntry color, float amount, int x1, int y1, int
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void Dim(F2DDrawer* drawer, PalEntry color, float damount, int x1, int y1, int w, int h, FRenderStyle* style = nullptr);
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void FillBorder(F2DDrawer *drawer, FGameTexture* img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
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void DrawFrame(F2DDrawer* drawer, int left, int top, int width, int height);
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void DrawBorder(F2DDrawer* drawer, FTextureID, int x1, int y1, int x2, int y2);
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void DrawFrame(F2DDrawer* twod, PalEntry color, int left, int top, int width, int height, int thickness);
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@ -1,6 +1,7 @@
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#pragma once
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#include "zstring.h"
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#include "intrect.h"
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struct SystemCallbacks
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{
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@ -13,6 +14,8 @@ struct SystemCallbacks
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void (*PlayStartupSound)(const char* name);
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bool (*IsSpecialUI)();
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bool (*DisableTextureFilter)();
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void (*OnScreenSizeChanged)();
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IntRect(*GetSceneRect)();
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};
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extern SystemCallbacks *sysCallbacks;
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@ -38,7 +38,6 @@
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#include "palentry.h"
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#include "name.h"
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class DCanvas;
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class FGameTexture;
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struct FRemapTable;
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@ -31,13 +31,13 @@
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#include "sc_man.h"
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#include "m_crc32.h"
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#include "printf.h"
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#include "models.h"
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#include "model_ue1.h"
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#include "model_obj.h"
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#include "model_md2.h"
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#include "model_md3.h"
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#include "model_kvx.h"
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#include "i_time.h"
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#include "voxels.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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@ -2,6 +2,7 @@
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#include <stdint.h>
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#include "textureid.h"
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#include "i_modelvertexbuffer.h"
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class FModelRenderer;
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class FGameTexture;
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@ -1,5 +1,7 @@
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#include "models.h"
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#include "renderstyle.h"
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#include "matrix.h"
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#include "model.h"
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class FModelRenderer
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{
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@ -30,6 +30,7 @@
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#include "model_md2.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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#include "printf.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
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@ -23,6 +23,8 @@
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#include "model_obj.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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#include "printf.h"
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#include "textureid.h"
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/**
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* Load an OBJ model
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@ -33,6 +33,10 @@
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#include "image.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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#include "voxels.h"
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#include "texturemanager.h"
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#include "palettecontainer.h"
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#include "textures.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
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@ -43,7 +43,6 @@
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#include "v_video.h"
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#include "sc_man.h"
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#include "voxels.h"
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#include "info.h"
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#include "printf.h"
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void VOX_AddVoxel(int sprnum, int frame, FVoxelDef *def);
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@ -1,8 +1,7 @@
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#ifndef __RES_VOXEL_H
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#define __RES_VOXEL_H
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#include "doomdef.h"
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#include <stdint.h>
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// [RH] Voxels from Build
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#define MAXVOXMIPS 5
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@ -35,6 +35,7 @@
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#include "v_video.h"
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#include "templates.h"
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#include "hw_vrmodes.h"
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#include "v_draw.h"
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extern bool vid_hdr_active;
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@ -123,7 +124,7 @@ void FGLRenderer::Flush()
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if (eyeCount - eye_ix > 1)
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mBuffers->NextEye(eyeCount);
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}
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screen->Clear2D();
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twod->Clear();
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FGLPostProcessState savedState;
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FGLDebug::PushGroup("PresentEyes");
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@ -143,7 +144,7 @@ void FGLRenderer::Flush()
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void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
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{
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screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
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screen->Clear2D();
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twod->Clear();
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GLPPRenderState renderstate(mBuffers);
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hw_postprocess.customShaders.Run(&renderstate, "screen");
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@ -26,13 +26,10 @@
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*/
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#include "templates.h"
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#include "doomstat.h"
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#include "r_data/colormaps.h"
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#include "gl_system.h"
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#include "gl_interface.h"
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#include "hw_cvars.h"
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#include "flatvertices.h"
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#include "hwrenderer/scene/hw_skydome.h"
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#include "gl_shader.h"
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#include "gl/renderer/gl_renderer.h"
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#include "hw_lightbuffer.h"
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@ -40,12 +40,11 @@
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#include "v_draw.h"
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#include "i_interface.h"
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#include "printf.h"
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#include "version.h"
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#define NUMSCALEMODES countof(vScaleTable)
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extern bool setsizeneeded;
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EXTERN_CVAR(Int, vid_aspect)
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CUSTOM_CVAR(Int, vid_scale_customwidth, VID_MIN_WIDTH, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < VID_MIN_WIDTH)
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@ -50,6 +50,12 @@ private:
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int texnum;
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};
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class FNullTextureID : public FTextureID
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{
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public:
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FNullTextureID() : FTextureID(0) {}
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};
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// This is for the script interface which needs to do casts from int to texture.
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class FSetTextureID : public FTextureID
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{
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@ -124,12 +124,6 @@ class FMultipatchTextureBuilder;
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extern int r_spriteadjustSW, r_spriteadjustHW;
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class FNullTextureID : public FTextureID
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{
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public:
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FNullTextureID() : FTextureID(0) {}
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};
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enum FTextureFormat : uint32_t
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{
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TEX_Pal,
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