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- fix incomplete palette generation for paletted rendering.

This commit is contained in:
Christoph Oelckers 2023-09-22 21:26:40 +02:00
parent 0bb0550d2f
commit 1fe1359e5b

View file

@ -353,42 +353,16 @@ void LookupTableInfo::makeTable(int palnum, const uint8_t *remapbuf, int r, int
int length = numshades * 256;
auto p = tables[palnum].Shades.LockNewBuffer(length);
if (r == 0 && g == 0 && b == 0)
// "black fog"/visibility case -- only remap color indices
auto src = getTable(0);
for (int j = 0; j < numshades; j++)
{
// "black fog"/visibility case -- only remap color indices
auto src = getTable(0);
for (int j = 0; j < numshades; j++)
for (int i = 0; i < 256; i++)
{
p[256 * j + i] = src[256 * j + remapbuf[i]];
}
}
else
{
// colored fog case
auto src = getTable(0);
for (int i = 0; i < 256; i++)
{
p[i] = src[remapbuf[i]];
p[256 * j + i] = src[256 * j + remapbuf[i]];
}
#if 0 // these are never used.
for (int i = 1; i < numshades; i++)
{
int colfac = (numshades - i);
for (int j = 0; j < 256; j++)
{
PalEntry pe = GPalette.BaseColors[remapbuf[j]];
p[256 * i + j] = ColorMatcher.Pick(
(pe.r * colfac + r * i) / numshades,
(pe.g * colfac + g * i) / numshades,
(pe.b * colfac + b * i) / numshades);
}
}
#endif
}
tables[palnum].FadeColor.r = r;