- fixed creation of true color textures.

The palette check was not correct so they ended up empty and caused other problems down the line.
This commit is contained in:
Christoph Oelckers 2019-12-01 21:43:54 +01:00
parent e8c5939695
commit 1cfe5be130
3 changed files with 2 additions and 2 deletions

View File

@ -697,7 +697,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
skyzbufferhack_pass--;
}
if (!tilePtr(globalpicnum))
if (!success)
GLInterface.SetColorMask(true);
}

View File

@ -96,7 +96,7 @@ FHardwareTexture* GLInstance::CreateIndexedTexture(FTexture* tex)
FHardwareTexture* GLInstance::CreateTrueColorTexture(FTexture* tex, int palid, bool checkfulltransparency, bool rgb8bit)
{
auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid);
if (palette == nullptr) return nullptr;
if (palid >= 0 && palette == nullptr) return nullptr;
auto texbuffer = tex->CreateTexBuffer(palette, CTF_ProcessData);
// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
if (checkfulltransparency)

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