- Discovered that Shader Model 1.4 clamps my constants, so I can't use

palettes smaller than 256 entries with the shader I wrote for it. Is there
  a list of gotchas like this listed some where? I'd really like to see it.
  
  Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
  slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
  minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
  being drawn. For software, this (currently) only works with black. For
  hardware, it works with any color. The motiviation for this was so I could
  rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
  draw darker icons into something that didn't require making a whole new
  remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
  removed the off-by-one check from D3DFB. I had thought the off-by-one error
  was caused by rounding errors by the shader hardware. Not so. Rather, I
  wasn't sampling what I thought I was sampling. A texture that uses palette
  index 255 passes the value 1.0 to the shader. The shader needs to adjust the
  range of its palette indexes, or it will end up trying to read color 256
  from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
  numbers used by actors to the tables those numbers represent. This function
  performs validation for the input and returns NULL if the input value
  is invalid.
- Major changes to the way translation tables work: No longer are they each a
  256-byte array. Instead, the FRemapTable structure is used to represent each
  one. It includes a remap array for the software renderer, a palette array
  for a hardware renderer, and a native texture pointer for D3DFB. The
  translationtables array itself is now an array of TArrays that point to the
  real tables. The DTA_Translation attribute must also be passed a pointer
  to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
  for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
  covered it up.


SVN r640 (trunk)
This commit is contained in:
Randy Heit 2007-12-26 04:42:15 +00:00
commit 1acc3d00c4
35 changed files with 1101 additions and 738 deletions

View file

@ -56,8 +56,6 @@ extern int ST_Y;
// and the total size == width*height*depth/8.,
//
extern BYTE decorate_translations[];
BYTE* viewimage;
extern "C" {
int viewwidth;
@ -134,7 +132,8 @@ cycle_t DetailDoubleCycles;
int dc_fillcolor;
BYTE *dc_translation;
BYTE *translationtables[NUM_TRANSLATION_TABLES];
TAutoGrowArray<FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
BYTE shadetables[NUMCOLORMAPS*16*256];
/************************************/
/* */
@ -1410,6 +1409,133 @@ void tmvline4_addclamp ()
/****************************************************/
/****************************************************/
FRemapTable::FRemapTable(int count)
{
assert(count <= 256);
Alloc(count);
// Note that the tables are left uninitialized. It is assumed that
// the caller will do that next, if only by calling MakeIdentity().
}
FRemapTable::~FRemapTable()
{
Free();
}
void FRemapTable::Alloc(int count)
{
Remap = (BYTE *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
assert (Remap != NULL);
Palette = (PalEntry *)(Remap + count*(sizeof(*Remap)));
Native = NULL;
NumEntries = count;
}
void FRemapTable::Free()
{
KillNative();
if (Remap != NULL)
{
free(Remap);
Remap = NULL;
Palette = NULL;
NumEntries = 0;
}
}
FRemapTable::FRemapTable(const FRemapTable &o)
{
Remap = NULL;
Native = NULL;
NumEntries = 0;
operator= (o);
}
FRemapTable &FRemapTable::operator=(const FRemapTable &o)
{
if (&o == this)
{
return *this;
}
if (o.NumEntries != NumEntries)
{
Free();
}
if (Remap == NULL)
{
Alloc(o.NumEntries);
}
memcpy(Remap, o.Remap, NumEntries*sizeof(*Remap) + NumEntries*sizeof(*Palette));
return *this;
}
void FRemapTable::MakeIdentity()
{
int i;
for (i = 0; i < NumEntries; ++i)
{
Remap[i] = i;
}
for (i = 0; i < NumEntries; ++i)
{
Palette[i] = GPalette.BaseColors[i];
}
}
void FRemapTable::KillNative()
{
if (Native != NULL)
{
delete Native;
Native = NULL;
}
}
void FRemapTable::UpdateNative()
{
if (Native != NULL)
{
Native->Update();
}
}
FNativeTexture *FRemapTable::GetNative()
{
if (Native == NULL)
{
Native = screen->CreatePalette(this);
}
return Native;
}
FRemapTable *TranslationToTable(int translation)
{
unsigned int type = (translation & 0xFF00) >> 8;
unsigned int index = (translation & 0x00FF);
TAutoGrowArray<FRemapTable *> *slots;
if (type <= 0 || type >= NUM_TRANSLATION_TABLES)
{
return NULL;
}
slots = &translationtables[type];
if (index >= slots->Size())
{
return NULL;
}
return slots->operator[](index);
}
static void PushIdentityTable(int slot)
{
FRemapTable *table = new FRemapTable;
table->MakeIdentity();
translationtables[slot].Push(table);
}
//
// R_InitTranslationTables
// Creates the translation tables to map the green color ramp to gray,
@ -1417,132 +1543,118 @@ void tmvline4_addclamp ()
//
void R_InitTranslationTables ()
{
static BYTE MainTranslationTables[256*
(NUMCOLORMAPS*16 // Shaded
+MAXPLAYERS*2+1 // Players + PlayersExtra + Menu player
+8 // Standard (7 for Strife, 3 for the rest)
+MAX_ACS_TRANSLATIONS // LevelScripted
+BODYQUESIZE // PlayerCorpses
+1
)];
int i, j;
// Diminishing translucency tables for shaded actors. Not really
// translation tables, but putting them here was convenient, particularly
// since translationtables[0] would otherwise be wasted.
translationtables[0] = MainTranslationTables;
// Player translations, one for each player
translationtables[TRANSLATION_Players] =
translationtables[0] + NUMCOLORMAPS*16*256;
// Extra player translations, one for each player, unused by Doom
translationtables[TRANSLATION_PlayersExtra] =
translationtables[TRANSLATION_Players] + (MAXPLAYERS+1)*256;
// Each player gets two translations. Doom and Strife don't use the
// extra ones, but Heretic and Hexen do. These are set up during
// netgame arbitration and as-needed, so they just get to be identity
// maps until then so they won't be invalid.
for (i = 0; i < MAXPLAYERS; ++i)
{
PushIdentityTable(TRANSLATION_Players);
PushIdentityTable(TRANSLATION_PlayersExtra);
}
// The menu player also gets a separate translation table
PushIdentityTable(TRANSLATION_Players);
// The three standard translations from Doom or Heretic (seven for Strife),
// plus the generic ice translation.
translationtables[TRANSLATION_Standard] =
translationtables[TRANSLATION_PlayersExtra] + MAXPLAYERS*256;
translationtables[TRANSLATION_LevelScripted] =
translationtables[TRANSLATION_Standard] + 8*256;
translationtables[TRANSLATION_PlayerCorpses] =
translationtables[TRANSLATION_LevelScripted] + MAX_ACS_TRANSLATIONS*256;
translationtables[TRANSLATION_Dim] =
translationtables[TRANSLATION_PlayerCorpses] + BODYQUESIZE*256;
translationtables[TRANSLATION_Decorate] = decorate_translations;
translationtables[TRANSLATION_Blood] = decorate_translations + MAX_DECORATE_TRANSLATIONS*256;
// [RH] Each player now gets their own translation table. These are set
// up during netgame arbitration and as-needed rather than in here.
for (i = 0; i < 256; ++i)
for (i = 0; i < 8; ++i)
{
translationtables[0][i] = i;
PushIdentityTable(TRANSLATION_Standard);
}
for (i = 0; i < MAXPLAYERS; ++i)
// Each player corpse has its own translation so they won't change
// color if the player who created them changes theirs.
for (i = 0; i < BODYQUESIZE; ++i)
{
memcpy (translationtables[TRANSLATION_Players] + i*256, translationtables[0], 256);
memcpy (translationtables[TRANSLATION_PlayersExtra] + i*256, translationtables[0], 256);
PushIdentityTable(TRANSLATION_PlayerCorpses);
}
// Create the standard translation tables
for (i = 0; i < 7; ++i)
{
memcpy (translationtables[TRANSLATION_Standard] + i*256, translationtables[0], 256);
}
if (gameinfo.gametype == GAME_Doom)
{
for (i = 0x70; i < 0x80; i++)
{ // map green ramp to gray, brown, red
translationtables[TRANSLATION_Standard][i ] = 0x60 + (i&0xf);
translationtables[TRANSLATION_Standard][i+256] = 0x40 + (i&0xf);
translationtables[TRANSLATION_Standard][i+512] = 0x20 + (i&0xf);
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x60 + (i&0xf);
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0x40 + (i&0xf);
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x20 + (i&0xf);
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[0x60 + (i&0xf)];
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[0x40 + (i&0xf)];
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[0x20 + (i&0xf)];
}
}
else if (gameinfo.gametype == GAME_Heretic)
{
for (i = 225; i <= 240; i++)
{
translationtables[TRANSLATION_Standard][i ] = 114+(i-225); // yellow
translationtables[TRANSLATION_Standard][i+256] = 145+(i-225); // red
translationtables[TRANSLATION_Standard][i+512] = 190+(i-225); // blue
translationtables[TRANSLATION_Standard][0]->Remap[i] = 114+(i-225); // yellow
translationtables[TRANSLATION_Standard][1]->Remap[i] = 145+(i-225); // red
translationtables[TRANSLATION_Standard][2]->Remap[i] = 190+(i-225); // blue
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[114+(i-225)];
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[145+(i-225)];
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[190+(i-225)];
}
}
else if (gameinfo.gametype == GAME_Strife)
{
for (i = 0x20; i <= 0x3F; ++i)
{
translationtables[TRANSLATION_Standard][i ] = i - 0x20;
translationtables[TRANSLATION_Standard][i+1*256] = i - 0x20;
translationtables[TRANSLATION_Standard][i+2*256] = 0xD0 + (i&0xf);
translationtables[TRANSLATION_Standard][i+3*256] = 0xD0 + (i&0xf);
translationtables[TRANSLATION_Standard][i+4*256] = i - 0x20;
translationtables[TRANSLATION_Standard][i+5*256] = i - 0x20;
translationtables[TRANSLATION_Standard][i+6*256] = i - 0x20;
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][1]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0xD0 + (i&0xf);
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0xD0 + (i&0xf);
translationtables[TRANSLATION_Standard][4]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][5]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][6]->Remap[i] = i - 0x20;
}
for (i = 0x50; i <= 0x5F; ++i)
{
// Merchant hair
translationtables[TRANSLATION_Standard][i+4*256] = 0x80 + (i&0xf);
translationtables[TRANSLATION_Standard][i+5*256] = 0x10 + (i&0xf);
translationtables[TRANSLATION_Standard][i+6*256] = 0x40 + (i&0xf);
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x80 + (i&0xf);
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x10 + (i&0xf);
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x40 + (i&0xf);
}
for (i = 0x80; i <= 0x8F; ++i)
{
translationtables[TRANSLATION_Standard][i ] = 0x40 + (i&0xf); // red
translationtables[TRANSLATION_Standard][i+1*256] = 0xB0 + (i&0xf); // rust
translationtables[TRANSLATION_Standard][i+2*256] = 0x10 + (i&0xf); // gray
translationtables[TRANSLATION_Standard][i+3*256] = 0x30 + (i&0xf); // dark green
translationtables[TRANSLATION_Standard][i+4*256] = 0x50 + (i&0xf); // gold
translationtables[TRANSLATION_Standard][i+5*256] = 0x60 + (i&0xf); // bright green
translationtables[TRANSLATION_Standard][i+6*256] = 0x90 + (i&0xf); // blue
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x40 + (i&0xf); // red
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0xB0 + (i&0xf); // rust
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x10 + (i&0xf); // gray
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0x30 + (i&0xf); // dark green
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x50 + (i&0xf); // gold
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x60 + (i&0xf); // bright green
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x90 + (i&0xf); // blue
}
for (i = 0xC0; i <= 0xCF; ++i)
{
translationtables[TRANSLATION_Standard][i+4*256] = 0xA0 + (i&0xf);
translationtables[TRANSLATION_Standard][i+5*256] = 0x20 + (i&0xf);
translationtables[TRANSLATION_Standard][i+6*256] = (i&0xf);
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xA0 + (i&0xf);
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x20 + (i&0xf);
translationtables[TRANSLATION_Standard][6]->Remap[i] = (i&0xf);
}
translationtables[TRANSLATION_Standard][0xC0+6*256] = 1;
translationtables[TRANSLATION_Standard][6]->Remap[0xC0] = 1;
for (i = 0xD0; i <= 0xDF; ++i)
{
translationtables[TRANSLATION_Standard][i+4*256] = 0xB0 + (i&0xf);
translationtables[TRANSLATION_Standard][i+5*256] = 0x30 + (i&0xf);
translationtables[TRANSLATION_Standard][i+6*256] = 0x10 + (i&0xf);
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xB0 + (i&0xf);
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x30 + (i&0xf);
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x10 + (i&0xf);
}
for (i = 0xF1; i <= 0xF6; ++i)
{
translationtables[TRANSLATION_Standard][i ] = 0xDF + (i&0xf);
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0xDF + (i&0xf);
}
for (i = 0xF7; i <= 0xFB; ++i)
{
translationtables[TRANSLATION_Standard][i ] = i - 6;
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 6;
}
for (i = 0; i < 7; ++i)
{
for (int j = 0x20; j <= 0xFB; ++j)
{
translationtables[TRANSLATION_Standard][i]->Palette[j] =
GPalette.BaseColors[translationtables[TRANSLATION_Standard][i]->Remap[j]];
}
}
}
@ -1574,19 +1686,21 @@ void R_InitTranslationTables ()
{
IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]);
}
FRemapTable *remap = translationtables[TRANSLATION_Standard][7];
for (i = 0; i < 256; ++i)
{
int r = GPalette.BaseColors[i].r;
int g = GPalette.BaseColors[i].g;
int b = GPalette.BaseColors[i].b;
int v = (r*77 + g*143 + b*37) >> 12;
translationtables[TRANSLATION_Standard][7*256+i] = IcePaletteRemap[v];
remap->Remap[i] = IcePaletteRemap[v];
remap->Palette[i] = PalEntry(IcePalette[v][0], IcePalette[v][1], IcePalette[v][2]);
}
// set up shading tables for shaded columns
// 16 colormap sets, progressing from full alpha to minimum visible alpha
BYTE *table = translationtables[TRANSLATION_Shaded];
BYTE *table = shadetables;
// Full alpha
for (i = 0; i < 16; ++i)
@ -1602,32 +1716,35 @@ void R_InitTranslationTables ()
table += 256;
}
}
}
// Dim map
void R_DeinitTranslationTables()
{
for (int i = 0; i < NUM_TRANSLATION_TABLES; ++i)
{
BYTE *dim_map = translationtables[TRANSLATION_Dim];
BYTE unremap[256];
BYTE shadetmp[256];
FWadLump palookup = Wads.OpenLumpName ("COLORMAP");
palookup.Seek (22*256, SEEK_CUR);
palookup.Read (shadetmp, 256);
memset (unremap, 0, 256);
for (i = 0; i < 256; ++i)
for (unsigned int j = 0; j < translationtables[i].Size(); ++j)
{
unremap[GPalette.Remap[i]] = i;
if (translationtables[i][j] != NULL)
{
delete translationtables[i][j];
translationtables[i][j] = NULL;
}
}
for (i = 0; i < 256; ++i)
{
dim_map[i] = GPalette.Remap[shadetmp[unremap[i]]];
}
dim_map[0] = GPalette.Remap[0];
}
}
// [RH] Create a player's translation table based on a given mid-range color.
// [GRB] Split to 2 functions (because of player setup menu)
static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *skin, BYTE *table, BYTE *alttable)
static void SetRemap(FRemapTable *table, int i, float r, float g, float b)
{
int ir = clamp (int(r * 255.f), 0, 255);
int ig = clamp (int(g * 255.f), 0, 255);
int ib = clamp (int(b * 255.f), 0, 255);
table->Remap[i] = ColorMatcher.Pick (ir, ig, ib);
table->Palette[i] = PalEntry(ir, ig, ib);
}
static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *skin, FRemapTable *table, FRemapTable *alttable)
{
int i;
BYTE start = skin->range0start;
@ -1643,19 +1760,24 @@ static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *s
// the current one.
if (skin->othergame)
{
memcpy (table, OtherGameSkinRemap, 256);
memcpy (table->Remap, OtherGameSkinRemap, 256);
memcpy (table->Palette, OtherGameSkinPalette, sizeof(table->Palette));
}
else
{
for (i = 0; i < 256; ++i)
{
table[i] = i;
table->Remap[i] = i;
}
memcpy(table->Palette, GPalette.BaseColors, sizeof(table->Palette));
}
// [GRB] Don't translate skins with color range 0-0 (APlayerPawn default)
if (start == 0 && end == 0)
{
table->UpdateNative();
return;
}
range = (float)(end-start+1);
@ -1676,10 +1798,7 @@ static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *s
uses = clamp (s, 0.f, 1.f);
usev = clamp (v, 0.f, 1.f);
HSVtoRGB (&r, &g, &b, h, uses, usev);
table[i] = ColorMatcher.Pick (
clamp ((int)(r * 255.f), 0, 255),
clamp ((int)(g * 255.f), 0, 255),
clamp ((int)(b * 255.f), 0, 255));
SetRemap(table, i, r, g, b);
s += sdelta;
v += vdelta;
}
@ -1694,10 +1813,7 @@ static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *s
v = vdelta * (float)(i - start) + basev - 0.2352937f;
v = clamp (v, 0.f, 1.f);
HSVtoRGB (&r, &g, &b, h, s, v);
table[i] = ColorMatcher.Pick (
clamp ((int)(r * 255.f), 0, 255),
clamp ((int)(g * 255.f), 0, 255),
clamp ((int)(b * 255.f), 0, 255));
SetRemap(table, i, r, g, b);
}
// Build rain/lifegem translation
@ -1710,11 +1826,9 @@ static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *s
s = MIN (bases, 0.8965f - 0.0962f*(float)(i - 161));
v = MIN (1.f, (0.2102f + 0.0489f*(float)(i - 144)) * basev);
HSVtoRGB (&r, &g, &b, h, s, v);
alttable[i] = ColorMatcher.Pick (
clamp ((int)(r * 255.f), 0, 255),
clamp ((int)(g * 255.f), 0, 255),
clamp ((int)(b * 255.f), 0, 255));
SetRemap(alttable, i, r, g, b);
}
alttable->UpdateNative();
}
}
else if (gameinfo.gametype == GAME_Hexen)
@ -1731,10 +1845,7 @@ static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *s
for (i = start; i <= end; i++)
{
HSVtoRGB (&r, &g, &b, h, s, vs[(i-start)*9/(int)range]*basev);
table[i] = ColorMatcher.Pick (
clamp ((int)(r * 255.f), 0, 255),
clamp ((int)(g * 255.f), 0, 255),
clamp ((int)(b * 255.f), 0, 255));
SetRemap(table, i, r, g, b);
}
}
else
@ -1748,10 +1859,7 @@ static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *s
for (i = start; i <= end; i++)
{
HSVtoRGB (&r, &g, &b, h, ms[(i-start)*18/(int)range]*bases, mv[(i-start)*18/(int)range]*basev);
table[i] = ColorMatcher.Pick (
clamp ((int)(r * 255.f), 0, 255),
clamp ((int)(g * 255.f), 0, 255),
clamp ((int)(b * 255.f), 0, 255));
SetRemap(table, i, r, g, b);
}
}
@ -1765,13 +1873,12 @@ static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *s
RGBtoHSV (base->r/255.f, base->g/255.f, base->b/255.f, &dummy, &s, &v);
HSVtoRGB (&r, &g, &b, h, s*bases, v*basev);
alttable[i] = ColorMatcher.Pick (
clamp ((int)(r * 255.f), 0, 255),
clamp ((int)(g * 255.f), 0, 255),
clamp ((int)(b * 255.f), 0, 255));
SetRemap(alttable, i, r, g, b);
}
alttable->UpdateNative();
}
}
table->UpdateNative();
}
void R_BuildPlayerTranslation (int player)
@ -1782,11 +1889,11 @@ void R_BuildPlayerTranslation (int player)
R_CreatePlayerTranslation (h, s, v,
&skins[players[player].userinfo.skin],
&translationtables[TRANSLATION_Players][player*256],
&translationtables[TRANSLATION_PlayersExtra][player*256]);
translationtables[TRANSLATION_Players][player],
translationtables[TRANSLATION_PlayersExtra][player]);
}
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, BYTE *table)
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, FRemapTable *table)
{
float h, s, v;
@ -2141,14 +2248,14 @@ ESPSResult R_SetPatchStyle (int style, fixed_t alpha, int translation, DWORD col
alpha = clamp<fixed_t> (alpha, 0, FRACUNIT);
dc_translation = NULL;
if (translation != 0)
{
dc_translation = translationtables[(translation&0xff00)>>8]
+ (translation&0x00ff)*256;
}
else
{
dc_translation = NULL;
FRemapTable *table = TranslationToTable(translation);
if (table != NULL)
{
dc_translation = table->Remap;
}
}
basecolormapsave = basecolormap;
stencilling = false;
@ -2169,7 +2276,7 @@ ESPSResult R_SetPatchStyle (int style, fixed_t alpha, int translation, DWORD col
hcolfunc_post1 = rt_shaded1col;
hcolfunc_post4 = rt_shaded4cols;
dc_color = fixedcolormap ? fixedcolormap[APART(color)] : basecolormap[APART(color)];
dc_colormap = basecolormap = &translationtables[TRANSLATION_Shaded][((16-alpha)*NUMCOLORMAPS)*256];
dc_colormap = basecolormap = &shadetables[((16-alpha)*NUMCOLORMAPS)*256];
if (fixedlightlev)
{
dc_colormap += fixedlightlev;