mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
- texture manager fixes from GZDoom
* missing null check in FPngTexture. * ignore identity translations when creating textures.
This commit is contained in:
parent
f8ae35f8a5
commit
0314cdec55
5 changed files with 68 additions and 66 deletions
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@ -106,7 +106,7 @@ void FAnmTexture::ReadFrame(uint8_t *pixels, uint8_t *palette)
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uint8_t *source = (uint8_t *)lump.GetMem();
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uint8_t *source = (uint8_t *)lump.GetMem();
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anim_t anim;
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anim_t anim;
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if (ANIM_LoadAnim(&anim, source, lump.GetSize()) >= 0)
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if (ANIM_LoadAnim(&anim, source, (int)lump.GetSize()) >= 0)
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{
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{
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int numframes = ANIM_NumFrames(&anim);
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int numframes = ANIM_NumFrames(&anim);
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if (numframes >= 1)
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if (numframes >= 1)
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@ -360,7 +360,8 @@ void FPNGTexture::ReadAlphaRemap(FileReader *lump, uint8_t *alpharemap)
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uint8_t r = lump->ReadUInt8();
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uint8_t r = lump->ReadUInt8();
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uint8_t g = lump->ReadUInt8();
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uint8_t g = lump->ReadUInt8();
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uint8_t b = lump->ReadUInt8();
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uint8_t b = lump->ReadUInt8();
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alpharemap[i] = PaletteMap[i] == 0 ? 0 : Luminance(r, g, b);
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int palmap = PaletteMap ? PaletteMap[i] : i;
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alpharemap[i] = palmap == 0 ? 0 : Luminance(r, g, b);
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}
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}
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lump->Seek(p, FileReader::SeekSet);
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lump->Seek(p, FileReader::SeekSet);
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}
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}
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@ -65,73 +65,73 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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}
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}
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else
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else
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{
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{
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if (tx->isWarped())
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if (tx->isWarped())
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{
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mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
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}
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// Note that the material takes no ownership of the texture!
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else if (tx->Normal.get() && tx->Specular.get())
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{
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for (auto& texture : { tx->Normal.get(), tx->Specular.get() })
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{
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{
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mTextureLayers.Push({ texture, 0, -1 });
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mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
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}
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}
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mShaderIndex = SHADER_Specular;
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// Note that the material takes no ownership of the texture!
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}
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else if (tx->Normal.get() && tx->Specular.get())
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else if (tx->Normal.get() && tx->Metallic.get() && tx->Roughness.get() && tx->AmbientOcclusion.get())
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{
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for (auto& texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
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{
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{
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mTextureLayers.Push({ texture, 0, -1 });
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for (auto &texture : { tx->Normal.get(), tx->Specular.get() })
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}
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mShaderIndex = SHADER_PBR;
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}
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// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
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tx->CreateDefaultBrightmap();
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auto placeholder = TexMan.GameByIndex(1);
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if (tx->Brightmap.get())
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{
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mTextureLayers.Push({ tx->Brightmap.get(), scaleflags, -1 });
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mLayerFlags |= TEXF_Brightmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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if (tx->Detailmap.get())
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{
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mTextureLayers.Push({ tx->Detailmap.get(), 0, CLAMP_NONE });
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mLayerFlags |= TEXF_Detailmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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if (tx->Glowmap.get())
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{
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mTextureLayers.Push({ tx->Glowmap.get(), scaleflags, -1 });
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mLayerFlags |= TEXF_Glowmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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auto index = tx->GetShaderIndex();
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if (index >= FIRST_USER_SHADER)
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{
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const UserShaderDesc& usershader = usershaders[index - FIRST_USER_SHADER];
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if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
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{
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for (auto& texture : tx->CustomShaderTextures)
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{
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{
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if (texture == nullptr) continue;
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mTextureLayers.Push({ texture, 0, -1 });
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mTextureLayers.Push({ texture.get(), 0 }); // scalability should be user-definable.
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}
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mShaderIndex = SHADER_Specular;
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}
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else if (tx->Normal.get() && tx->Metallic.get() && tx->Roughness.get() && tx->AmbientOcclusion.get())
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{
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for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
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{
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mTextureLayers.Push({ texture, 0, -1 });
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}
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mShaderIndex = SHADER_PBR;
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}
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// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
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tx->CreateDefaultBrightmap();
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auto placeholder = TexMan.GameByIndex(1);
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if (tx->Brightmap.get())
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{
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mTextureLayers.Push({ tx->Brightmap.get(), scaleflags, -1 });
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mLayerFlags |= TEXF_Brightmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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if (tx->Detailmap.get())
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{
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mTextureLayers.Push({ tx->Detailmap.get(), 0, CLAMP_NONE });
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mLayerFlags |= TEXF_Detailmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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if (tx->Glowmap.get())
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{
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mTextureLayers.Push({ tx->Glowmap.get(), scaleflags, -1 });
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mLayerFlags |= TEXF_Glowmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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auto index = tx->GetShaderIndex();
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if (index >= FIRST_USER_SHADER)
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{
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const UserShaderDesc &usershader = usershaders[index - FIRST_USER_SHADER];
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if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
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{
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for (auto &texture : tx->CustomShaderTextures)
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{
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if (texture == nullptr) continue;
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mTextureLayers.Push({ texture.get(), 0 }); // scalability should be user-definable.
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}
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mShaderIndex = index;
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}
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}
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mShaderIndex = index;
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}
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}
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}
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}
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}
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mScaleFlags = scaleflags;
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mScaleFlags = scaleflags;
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@ -12,9 +12,9 @@ enum ECreateTexBufferFlags
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CTF_Expand = 1, // create buffer with a one-pixel wide border
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CTF_Expand = 1, // create buffer with a one-pixel wide border
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CTF_Upscale = 2, // Upscale the texture
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CTF_Upscale = 2, // Upscale the texture
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CTF_CreateMask = 3, // Flags that are relevant for hardware texture creation.
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CTF_CreateMask = 3, // Flags that are relevant for hardware texture creation.
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CTF_Indexed = 4, // Tell the backend to create an indexed texture.
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CTF_ProcessData = 4, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
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CTF_ProcessData = 8, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
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CTF_CheckOnly = 8, // Only runs the code to get a content ID but does not create a texture. Can be used to access a caching system for the hardware textures.
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CTF_CheckOnly = 16, // Only runs the code to get a content ID but does not create a texture. Can be used to access a caching system for the hardware textures.
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CTF_Indexed = 16 // Tell the backend to create an indexed texture.
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};
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};
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class FHardwareTextureContainer
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class FHardwareTextureContainer
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@ -357,6 +357,7 @@ FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags)
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memset(buffer, 0, W * (H + 1) * 4);
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memset(buffer, 0, W * (H + 1) * 4);
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auto remap = translation <= 0 ? nullptr : GPalette.TranslationToTable(translation);
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auto remap = translation <= 0 ? nullptr : GPalette.TranslationToTable(translation);
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if (remap && remap->Inactive) remap = nullptr;
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if (remap) translation = remap->Index;
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if (remap) translation = remap->Index;
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FBitmap bmp(buffer, W * 4, W, H);
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FBitmap bmp(buffer, W * 4, W, H);
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