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- fixed some of the issues with palette emulation
* the palette shader was not bound. * the palette textures were not bound. * palette mode still used regular lighting on top of the palette emulation This works a lot better than before but is still not complete.
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parent
9187577719
commit
9e81fa89a8
7 changed files with 26 additions and 16 deletions
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@ -329,12 +329,24 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
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if (base->BindOrCreate(tex->GetTexture(), 0, clampmode, translation, layer->scaleFlags))
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{
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for (int i = 1; i<numLayers; i++)
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if (!(layer->scaleFlags & CTF_Indexed))
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{
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auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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// fixme: Upscale flags must be disabled for certain layers.
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systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags);
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maxbound = i;
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for (int i = 1; i < numLayers; i++)
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{
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auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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// fixme: Upscale flags must be disabled for certain layers.
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systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags);
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maxbound = i;
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}
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}
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else
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{
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for (int i = 1; i < 3; i++)
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{
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auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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systex->Bind(i, false);
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maxbound = i;
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}
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}
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}
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// unbind everything from the last texture that's still active
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