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The base palette can be set via .def files so that the engine has no access to it until the entire game state is set up. This means that font translations and PNG palette remap tables cannot be built when the owning objects are created. For PNGs this has the added advantage that they only get done when really required and not unconditionally - most of the time the remap table isn't even needed here. Thid fixes the slider graphics in the option menus. # Conflicts: # source/core/gamecontrol.cpp # Conflicts: # source/core/gamecontrol.cpp |
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automaptexture.cpp | ||
brightmaptexture.cpp | ||
buildtexture.cpp | ||
ddstexture.cpp | ||
emptytexture.cpp | ||
flattexture.cpp | ||
fontchars.cpp | ||
fontchars.h | ||
imgztexture.cpp | ||
jpegtexture.cpp | ||
md5check.cpp | ||
multipatchtexture.cpp | ||
multipatchtexture.h | ||
patchtexture.cpp | ||
pcxtexture.cpp | ||
pngtexture.cpp | ||
rawpagetexture.cpp | ||
shadertexture.cpp | ||
stb_image.h | ||
stbtexture.cpp | ||
tgatexture.cpp |