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Add bit 16 to the two main setbrightness() users, add bit 2 to one of them.
(I.e. also restore r2232 again.) The first one is the palette restore logic in G_DisplayRest, the second is CON setgamepalette, to which the "don't gltexinvalidateall()" bit is added to mimic the first. Hightile invalidations aren't really useful for anything other than reloading them after a video mode change, IMO. These changes mean that 1) active full screen tints should (almost) always be kept with a basepal change. The only exceptions to this are when tints really have to be cleared, e.g. when changing the player view in co-op play. 2) there should be no performance issues with simultaneously changing basepals while a tint is applied git-svn-id: https://svn.eduke32.com/eduke32@2637 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 2 additions and 2 deletions
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@ -2722,7 +2722,7 @@ void G_DisplayRest(int32_t smoothratio)
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if (g_restorePalette < 2 || omovethingscnt+1 == g_moveThingsCount)
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{
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// g_restorePalette < 0: reset tinting, too (e.g. when loading new game)
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P_SetGamePalette(pp,pp->palette, 2 /*+ (g_restorePalette>0)*16*/);
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P_SetGamePalette(pp,pp->palette, 2 + (g_restorePalette>0)*16);
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g_restorePalette = 0;
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}
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else
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@ -4456,7 +4456,7 @@ nullquote:
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case CON_SETGAMEPALETTE:
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insptr++;
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P_SetGamePalette(g_player[vm.g_p].ps, Gv_GetVarX(*(insptr++)),0/*16*/); // XXX: see engine.c:setbrightness
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P_SetGamePalette(g_player[vm.g_p].ps, Gv_GetVarX(*(insptr++)), 2+16);
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continue;
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case CON_GETTEXTURECEILING:
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