* the palette shader was not bound.
* the palette textures were not bound.
* palette mode still used regular lighting on top of the palette emulation
This works a lot better than before but is still not complete.
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite.
Also make the palette override CVARs 3D view only in debug mode.
Also added support for creating indexed textures directly into CreateTexBuffer, where this functionality can be shared.
As an added plus, brightmaps are working again, this time with less hackery.
They depend on a deleted texture not writing to the depth buffer, but other parts in the engine like ROR surfaces depend on them writing a proper depth buffer value, so for now there is a global variable that allows to exclude a single tile from ever getting rendered.
In order to finish this I need the switchover, but brightmaps need an update of the texture code which requires merging a few more WIP changes before the code can be fixed.
This pulls in a lot of Doom specific font setup, this can be sorted out later as it won't get into the way.
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/glbackend/hw_draw2d.cpp
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/glbackend/gl_texture.cpp
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/build/src/palette.cpp
# source/core/gamecontrol.cpp
Game compiles and runs but transparency doesn't work yet.
# Conflicts:
# source/CMakeLists.txt
# source/core/menu/menu.cpp
# source/core/textures/buildtiles.cpp
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.