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- call ColorMatcher.Pick instead of BestColor when remapping a voxel.
This was the only place in the engine using BestColor directly with the game palette.
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@ -74,7 +74,7 @@ static uint8_t *GetVoxelRemap(const uint8_t *pal)
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{
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{
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// The voxel palette uses VGA colors, so we have to expand it
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// The voxel palette uses VGA colors, so we have to expand it
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// from 6 to 8 bits per component.
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// from 6 to 8 bits per component.
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remap[i] = BestColor((uint32_t *)GPalette.BaseColors,
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remap[i] = ColorMatcher.Pick(
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(oldpal[i*3 + 0] << 2) | (oldpal[i*3 + 0] >> 4),
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(oldpal[i*3 + 0] << 2) | (oldpal[i*3 + 0] >> 4),
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(oldpal[i*3 + 1] << 2) | (oldpal[i*3 + 1] >> 4),
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(oldpal[i*3 + 1] << 2) | (oldpal[i*3 + 1] >> 4),
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(oldpal[i*3 + 2] << 2) | (oldpal[i*3 + 2] >> 4));
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(oldpal[i*3 + 2] << 2) | (oldpal[i*3 + 2] >> 4));
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