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- fixed creation of true color textures and disabled fog in palette mode.
The fog should go away entirely but in palette mode it made everything too dark.
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parent
2ed722f329
commit
00d59459a1
5 changed files with 70 additions and 14 deletions
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@ -65,14 +65,14 @@ unsigned int FHardwareTexture::CreateTexture(int w, int h, bool eightbit, bool m
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//
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//===========================================================================
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unsigned int FHardwareTexture::LoadTexture(const unsigned char * buffer)
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unsigned int FHardwareTexture::LoadTexture(const unsigned char * buffer, bool bgra)
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{
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return LoadTexturePart(buffer, 0, 0, mWidth, mHeight);
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return LoadTexturePart(buffer, 0, 0, mWidth, mHeight, bgra);
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}
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unsigned int FHardwareTexture::LoadTexture(FBitmap& bmp)
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unsigned int FHardwareTexture::LoadTexture(FBitmap& bmp, bool bgra)
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{
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return LoadTexture(bmp.GetPixels());
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return LoadTexture(bmp.GetPixels(), bgra);
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}
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//===========================================================================
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@ -81,12 +81,12 @@ unsigned int FHardwareTexture::LoadTexture(FBitmap& bmp)
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//
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//===========================================================================
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unsigned int FHardwareTexture::LoadTexturePart(const unsigned char* buffer, int x, int y, int w, int h)
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unsigned int FHardwareTexture::LoadTexturePart(const unsigned char* buffer, int x, int y, int w, int h, bool bgra)
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{
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if (glTexID == 0) return 0;
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int dstformat = glTextureBytes == 1 ? GL_R8 : GL_RGBA8;// TexFormat[gl_texture_format];
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int srcformat = glTextureBytes == 1 ? GL_RED : GL_BGRA;// TexFormat[gl_texture_format];
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int srcformat = glTextureBytes == 1 ? GL_RED : (bgra ? GL_BGRA : GL_RGBA);// TexFormat[gl_texture_format];
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glActiveTexture(GL_TEXTURE15);
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glBindTexture(GL_TEXTURE_2D, glTexID);
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