- made DTA_SpecialColormap work, both for GL3+ and GL2 render paths.
This will only be used for HUD sprites. At the moment it will ignore sprite translations, though, when running in OpenGL 2 legacy mode.
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3 changed files with 19 additions and 10 deletions
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@ -546,7 +546,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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if (index < 0 || (unsigned)index >= SpecialColormaps.Size()) index = 0; // if it isn't in the table FBitmap cannot use it. Shouldn't happen anyway.
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if (!gl.legacyMode)
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{
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gl_RenderState.SetFixedColormap(CM_FIRSTSPECIALCOLORMAP + int(index));
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gl_RenderState.SetFixedColormap(CM_FIRSTSPECIALCOLORMAPFORCED + int(index));
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}
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else
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{
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