- hooked up the high color texture colorization code.

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.
This commit is contained in:
Christoph Oelckers 2020-01-11 22:18:06 +01:00
parent 17eddda36c
commit 55dab6d3d3
15 changed files with 131 additions and 128 deletions

View file

@ -1082,9 +1082,6 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
pc[0] = pc[1] = pc[2] = ((float)numshades - min(max((globalshade * hw_shadescale) + m->shadeoff, 0.f), (float)numshades)) / (float)numshades;
auto& h = hictinting[globalpal];
GLInterface.SetTinting(h.f, PalEntry(h.sr, h.sg, h.sb), PalEntry(h.r, h.g, h.b));
if (!shadowHack)
{
pc[3] = (tspr->cstat & 2) ? glblend[tspr->blend].def[!!(tspr->cstat & 512)].alpha : 1.0f;