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- fixed creation of true color textures.
The palette check was not correct so they ended up empty and caused other problems down the line.
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3 changed files with 2 additions and 2 deletions
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@ -697,7 +697,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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skyzbufferhack_pass--;
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skyzbufferhack_pass--;
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}
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}
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if (!tilePtr(globalpicnum))
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if (!success)
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GLInterface.SetColorMask(true);
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GLInterface.SetColorMask(true);
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}
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}
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@ -96,7 +96,7 @@ FHardwareTexture* GLInstance::CreateIndexedTexture(FTexture* tex)
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FHardwareTexture* GLInstance::CreateTrueColorTexture(FTexture* tex, int palid, bool checkfulltransparency, bool rgb8bit)
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FHardwareTexture* GLInstance::CreateTrueColorTexture(FTexture* tex, int palid, bool checkfulltransparency, bool rgb8bit)
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{
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{
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auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid);
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auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid);
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if (palette == nullptr) return nullptr;
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if (palid >= 0 && palette == nullptr) return nullptr;
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auto texbuffer = tex->CreateTexBuffer(palette, CTF_ProcessData);
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auto texbuffer = tex->CreateTexBuffer(palette, CTF_ProcessData);
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// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
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// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
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if (checkfulltransparency)
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if (checkfulltransparency)
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