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Introduce a per-tile bit preventing fullbrights in GL modes, use for LOADSCREEN.
git-svn-id: https://svn.eduke32.com/eduke32@3145 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 8 additions and 1 deletions
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@ -148,6 +148,7 @@ void yax_drawrooms(void (*SpriteAnimFunc)(int32_t,int32_t,int32_t,int32_t),
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#endif
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#define PICANM_TEXHITSCAN_BIT (1<<28)
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#define PICANM_NOFULLBRIGHT_BIT (1<<30)
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#define CLIPMASK0 (((1L)<<16)+1L)
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#define CLIPMASK1 (((256L)<<16)+64L)
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@ -1204,6 +1204,8 @@ static int32_t gloadtile_art(int32_t dapic, int32_t dapal, int32_t dameth, pthty
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}
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else
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{
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const int32_t dofullbright = !(picanm[dapic]&PICANM_NOFULLBRIGHT_BIT);
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for (y=0; y<ysiz; y++)
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{
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if (y < tsizy) y2 = y; else y2 = y-tsizy;
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@ -1217,7 +1219,7 @@ static int32_t gloadtile_art(int32_t dapic, int32_t dapal, int32_t dameth, pthty
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if (!fullbrightloadingpass)
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{
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// regular texture
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if ((dacol > 239) && (dacol != 255))
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if (dacol > 239 && dacol != 255 && dofullbright)
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hasfullbright = 1;
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wpptr->a = 255;
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}
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@ -9735,6 +9735,10 @@ static void G_Startup(void)
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G_GameExit("Failed loading art.");
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}
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// Make the fullscreen nuke logo background non-fullbright. Has to be
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// after dynamic tile remapping (from C_Compile) and loading tiles.
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picanm[LOADSCREEN] |= PICANM_NOFULLBRIGHT_BIT;
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// initprintf("Loading palette/lookups...\n");
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G_LoadExtraPalettes();
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