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- moved the hires texture replacement logic into a backend callback.
This way it can be handled transparently to the calling code. Fonts do not work yet, though.
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8c241afc40
commit
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12 changed files with 85 additions and 94 deletions
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@ -1151,16 +1151,8 @@ int32_t polymost_voxdraw(voxmodel_t* m, tspriteptr_t const tspr)
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GLInterface.SetPalswap(globalpal);
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GLInterface.SetFade(sector[tspr->sectnum].floorpal);
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// The texture here is already translated.
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GLInterface.SetTexture(-1, htex, 0/*TRANSLATION(Translation_Remap + curbasepal, globalpal)*/, CLAMP_NOFILTER_XY, true);
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// This must be done after setting up the texture.
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auto& h = lookups.tables[globalpal];
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if (h.tintFlags & (TINTF_USEONART|TINTF_ALWAYSUSEART))
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GLInterface.SetTinting(h.tintFlags, h.tintColor, h.tintColor);
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else
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GLInterface.SetTinting(-1, 0xffffff, 0xffffff);
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// The texture here is already translated.
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GLInterface.SetTexture(htex, 0/*TRANSLATION(Translation_Remap + curbasepal, globalpal)*/, CLAMP_NOFILTER_XY, true);
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#endif
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auto data = screen->mVertexData->AllocVertices(m->qcnt * 6);
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@ -1216,7 +1208,6 @@ int32_t polymost_voxdraw(voxmodel_t* m, tspriteptr_t const tspr)
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}
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GLInterface.SetIdentityMatrix(Matrix_Model);
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GLInterface.SetFadeDisable(false);
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GLInterface.SetTinting(-1, 0xffffff, 0xffffff);
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return 1;
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}
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#endif
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