Special colormap support for when no hw accel is available
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5 changed files with 181 additions and 3 deletions
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@ -459,7 +459,7 @@ void R_SetupColormap(player_t *player)
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if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
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{
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realfixedcolormap = &SpecialColormaps[player->fixedcolormap];
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if (RenderTarget == screen && (DFrameBuffer *)screen->Accel2D && r_shadercolormaps)
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if (RenderTarget == screen && (r_swtruecolor || ((DFrameBuffer *)screen->Accel2D && r_shadercolormaps)))
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{
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// Render everything fullbright. The copy to video memory will
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// apply the special colormap, so it won't be restricted to the
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@ -935,7 +935,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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// If we don't want shadered colormaps, NULL it now so that the
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// copy to the screen does not use a special colormap shader.
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if (!r_shadercolormaps)
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if (!r_shadercolormaps && !r_swtruecolor)
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{
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realfixedcolormap = NULL;
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}
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