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- fixed brightmaps.
They are no longer run through the texture postprocessor and the shader now applies them correctly.
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2 changed files with 11 additions and 18 deletions
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@ -96,7 +96,7 @@ FHardwareTexture* GLInstance::CreateTrueColorTexture(FTexture* tex, int palid, b
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{
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auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid);
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if (palid >= 0 && palette == nullptr) return nullptr;
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auto texbuffer = tex->CreateTexBuffer(palette, CTF_ProcessData);
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auto texbuffer = tex->CreateTexBuffer(palette, checkfulltransparency? 0: CTF_ProcessData);
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// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
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if (checkfulltransparency)
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{
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