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- never render the null texture.
Blood's ROR effects won't work if this is not done.
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@ -42,6 +42,7 @@
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#include "v_font.h"
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#include "v_font.h"
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#include "palettecontainer.h"
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#include "palettecontainer.h"
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#include "../../glbackend/glbackend.h"
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#include "../../glbackend/glbackend.h"
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#include "texturemanager.h"
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// Test CVARs.
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// Test CVARs.
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CVAR(Int, fixpalette, -1, 0)
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CVAR(Int, fixpalette, -1, 0)
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@ -90,6 +91,7 @@ FHardwareTexture* GLInstance::CreateIndexedTexture(FGameTexture* tex)
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FHardwareTexture* GLInstance::CreateTrueColorTexture(FGameTexture* tex, int palid, bool checkfulltransparency, bool rgb8bit)
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FHardwareTexture* GLInstance::CreateTrueColorTexture(FGameTexture* tex, int palid, bool checkfulltransparency, bool rgb8bit)
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{
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{
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if (tex == TexMan.GameByIndex(0)) return nullptr;
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auto texbuffer = tex->GetTexture()->CreateTexBuffer(palid, checkfulltransparency? 0: CTF_ProcessData);
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auto texbuffer = tex->GetTexture()->CreateTexBuffer(palid, checkfulltransparency? 0: 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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