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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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@ -1136,8 +1136,6 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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GLInterface.BindTexture(0, m->texid[globalpal]);
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GLInterface.UsePaletteIndexing(false);
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auto data = GLInterface.AllocVertices(m->qcnt * 4);
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auto vt = data.second;
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