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- had a look at Exhumed's shade tables and implemented the necessary adjustments for the 3 with abnormal gradients.
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3 changed files with 9 additions and 21 deletions
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@ -50,6 +50,7 @@
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#include "gl_renderer.h"
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extern int xdim, ydim;
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float shadediv[MAXPALOOKUPS];
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FileReader GetResource(const char* fn)
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{
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@ -511,6 +512,7 @@ void GLInstance::SetPalette(int index)
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void GLInstance::SetPalswap(int index)
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{
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palmanager.BindPalswap(index);
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renderState.ShadeDiv = shadediv[index] == 0 ? 1.f / (renderState.NumShades) : shadediv[index];
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}
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void GLInstance::DrawImGui(ImDrawData* data)
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