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- let GLInstance::Draw set the palette indexing mode.
This can be trivially decided based on the texture type, so there's really no need to let the higher level code deal with this.
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6 changed files with 11 additions and 39 deletions
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@ -1845,7 +1845,6 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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int prevClamp = GLInterface.GetClamp();
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GLInterface.SetClamp(0);
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GLInterface.UsePaletteIndexing(false);
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for (surfi=0; surfi<m->head.numsurfs; surfi++)
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{
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@ -2012,7 +2011,6 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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GLInterface.SetTinting(0, 0);
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GLInterface.SetClamp(prevClamp);
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GLInterface.UsePaletteIndexing(true);
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GLInterface.SetPolymostShader();
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globalnoeffect=0;
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