mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-12 03:00:38 +00:00
- disable palette emulation for Blood's cutscenes.
These use color 255 as a valid index which the palette emulation shader does not handle.
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parent
1126d5e3d4
commit
5d4514060b
4 changed files with 10 additions and 3 deletions
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@ -253,6 +253,7 @@ void credPlaySmk(const char *_pzSMK, const char *_pzWAV, int nWav)
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inputState.ClearAllInput();
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inputState.ClearAllInput();
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int nFrame = 0;
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int nFrame = 0;
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hw_int_useindexedcolortextures = false;
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do
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do
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{
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{
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gameHandleEvents();
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gameHandleEvents();
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@ -275,6 +276,7 @@ void credPlaySmk(const char *_pzSMK, const char *_pzWAV, int nWav)
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nFrame++;
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nFrame++;
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Smacker_GetNextFrame(hSMK);
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Smacker_GetNextFrame(hSMK);
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} while(nFrame < nFrames);
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} while(nFrame < nFrames);
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hw_int_useindexedcolortextures = hw_useindexedcolortextures;
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Smacker_Close(hSMK);
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Smacker_Close(hSMK);
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inputState.ClearAllInput();
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inputState.ClearAllInput();
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@ -1119,6 +1119,7 @@ EXTERN_CVAR(Bool, hw_models)
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EXTERN_CVAR(Float, hw_shadescale)
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EXTERN_CVAR(Float, hw_shadescale)
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EXTERN_CVAR(Int, hw_anisotropy)
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EXTERN_CVAR(Int, hw_anisotropy)
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EXTERN_CVAR(Int, hw_texfilter)
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EXTERN_CVAR(Int, hw_texfilter)
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extern bool hw_int_useindexedcolortextures;
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EXTERN_CVAR(Bool, hw_useindexedcolortextures)
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EXTERN_CVAR(Bool, hw_useindexedcolortextures)
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EXTERN_CVAR(Bool, hw_parallaxskypanning)
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EXTERN_CVAR(Bool, hw_parallaxskypanning)
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EXTERN_CVAR(Bool, r_voxels)
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EXTERN_CVAR(Bool, r_voxels)
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@ -23,12 +23,16 @@ CVAR(Bool, hw_detailmapping, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, hw_glowmapping, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, hw_glowmapping, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, hw_polygonmode, 0, 0)
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CVAR(Bool, hw_polygonmode, 0, 0)
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CVARD(Bool, hw_animsmoothing, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable model animation smoothing")
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CVARD(Bool, hw_animsmoothing, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable model animation smoothing")
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CVARD(Bool, hw_hightile, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable hightile texture rendering")
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CVARD(Bool, hw_hightile, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable hightile texture rendering")
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CVARD(Bool, hw_models, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable model rendering")
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CVARD(Bool, hw_models, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable model rendering")
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CVARD(Bool, hw_parallaxskypanning, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable parallaxed floor/ceiling panning when drawing a parallaxing sky")
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CVARD(Bool, hw_parallaxskypanning, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable parallaxed floor/ceiling panning when drawing a parallaxing sky")
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CVARD(Bool, hw_shadeinterpolate, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable shade interpolation")
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CVARD(Bool, hw_shadeinterpolate, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable shade interpolation")
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CVARD(Float, hw_shadescale, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "multiplier for shading")
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CVARD(Float, hw_shadescale, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "multiplier for shading")
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CVARD(Bool, hw_useindexedcolortextures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable indexed color texture rendering")
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bool hw_int_useindexedcolortextures;
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CUSTOM_CVARD(Bool, hw_useindexedcolortextures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable indexed color texture rendering")
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{
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hw_int_useindexedcolortextures = self;
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}
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CUSTOM_CVARD(Int, hw_texfilter, TEXFILTER_ON, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "changes the texture filtering settings")
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CUSTOM_CVARD(Int, hw_texfilter, TEXFILTER_ON, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "changes the texture filtering settings")
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@ -160,7 +160,7 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
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bool texbound[3] = {};
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bool texbound[3] = {};
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int MatrixChange = 0;
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int MatrixChange = 0;
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TextureType = hw_useindexedcolortextures? TT_INDEXED : TT_TRUECOLOR;
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TextureType = hw_int_useindexedcolortextures? TT_INDEXED : TT_TRUECOLOR;
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int lookuppal = 0;
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int lookuppal = 0;
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VSMatrix texmat;
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VSMatrix texmat;
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