- 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.
This commit is contained in:
Christoph Oelckers 2019-10-10 21:24:09 +02:00
parent 36ca38258e
commit c588cd499a
6 changed files with 11 additions and 39 deletions

View file

@ -1845,7 +1845,6 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
int prevClamp = GLInterface.GetClamp();
GLInterface.SetClamp(0);
GLInterface.UsePaletteIndexing(false);
for (surfi=0; surfi<m->head.numsurfs; surfi++)
{
@ -2012,7 +2011,6 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
GLInterface.SetTinting(0, 0);
GLInterface.SetClamp(prevClamp);
GLInterface.UsePaletteIndexing(true);
GLInterface.SetPolymostShader();
globalnoeffect=0;