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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
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2 changed files with 5 additions and 1 deletions
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@ -13589,6 +13589,10 @@ void setbrightness(char dabrightness, uint8_t dapalid, uint8_t flags)
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#ifdef USE_OPENGL
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#ifdef USE_OPENGL
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if (rendmode >= 3)
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if (rendmode >= 3)
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{
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{
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// XXX: paldidchange should really be "oldpalnum!=newpalnum".
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// Currently changing the palette while having a tint effect invalidates
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// everything, which is bad!
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// only reset the textures if the corresponding preserve flags are clear and
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// only reset the textures if the corresponding preserve flags are clear and
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// either (a) the new palette is different to the last, or (b) the brightness
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// either (a) the new palette is different to the last, or (b) the brightness
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// changed and we couldn't set it using hardware gamma
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// changed and we couldn't set it using hardware gamma
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@ -4456,7 +4456,7 @@ nullquote:
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case CON_SETGAMEPALETTE:
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case CON_SETGAMEPALETTE:
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insptr++;
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insptr++;
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P_SetGamePalette(g_player[vm.g_p].ps, Gv_GetVarX(*(insptr++)),16);
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P_SetGamePalette(g_player[vm.g_p].ps, Gv_GetVarX(*(insptr++)),0/*16*/); // XXX: see engine.c:setbrightness
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continue;
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continue;
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case CON_GETTEXTURECEILING:
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case CON_GETTEXTURECEILING:
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