Revert r2232, "don't reset full-screen tint on basepal change" in CON setgamepalette.

Because gltexinvalidate*() could be called too often when setgamepalette is used
while having a tint overlaid else.  Pending thorough analysis/reworking of the
32-bit mode base palette handling / texture invalidation.

git-svn-id: https://svn.eduke32.com/eduke32@2620 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-04-29 20:55:10 +00:00
parent 6ac80f29ff
commit 226f04ddae
2 changed files with 5 additions and 1 deletions

View File

@ -13589,6 +13589,10 @@ void setbrightness(char dabrightness, uint8_t dapalid, uint8_t flags)
#ifdef USE_OPENGL
if (rendmode >= 3)
{
// XXX: paldidchange should really be "oldpalnum!=newpalnum".
// Currently changing the palette while having a tint effect invalidates
// everything, which is bad!
// only reset the textures if the corresponding preserve flags are clear and
// either (a) the new palette is different to the last, or (b) the brightness
// changed and we couldn't set it using hardware gamma

View File

@ -4456,7 +4456,7 @@ nullquote:
case CON_SETGAMEPALETTE:
insptr++;
P_SetGamePalette(g_player[vm.g_p].ps, Gv_GetVarX(*(insptr++)),16);
P_SetGamePalette(g_player[vm.g_p].ps, Gv_GetVarX(*(insptr++)),0/*16*/); // XXX: see engine.c:setbrightness
continue;
case CON_GETTEXTURECEILING: