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- disabled palette emulation for the GLES backend.
Right now the shader does not support it and will require significant redesign to work well with the target hardware.
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a358cf8516
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2 changed files with 4 additions and 2 deletions
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@ -53,6 +53,7 @@
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#include "gamehud.h"
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EXTERN_CVAR(Bool, cl_capfps)
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EXTERN_CVAR(Int, vid_preferbackend)
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PalEntry GlobalMapFog;
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float GlobalFogDensity = 350.f;
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@ -118,7 +119,7 @@ void RenderViewpoint(FRenderViewpoint& mainvp, IntRect* bounds, float fov, float
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auto vrmode = VRMode::GetVRMode(mainview && toscreen);
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const int eyeCount = vrmode->mEyeCount;
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screen->FirstEye();
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hw_int_useindexedcolortextures = eyeCount > 1? false : *hw_useindexedcolortextures;
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hw_int_useindexedcolortextures = eyeCount > 1 || vid_preferbackend == 3? false : *hw_useindexedcolortextures;
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for (int eye_ix = 0; eye_ix < eyeCount; ++eye_ix)
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{
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@ -54,6 +54,7 @@
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#include "gamehud.h"
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CVARD(Bool, hw_hightile, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable hightile texture rendering")
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EXTERN_CVAR(Int, vid_preferbackend)
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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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@ -98,7 +99,7 @@ void GLInstance::DoDraw()
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if (rendercommands.Size() > 0)
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{
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if (!useMapFog) hw_int_useindexedcolortextures = hw_useindexedcolortextures;
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if (!useMapFog && vid_preferbackend != 3) hw_int_useindexedcolortextures = hw_useindexedcolortextures;
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lastState.Flags = ~rendercommands[0].StateFlags; // Force ALL flags to be considered 'changed'.
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lastState.DepthFunc = INT_MIN; // Something totally invalid.
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