use FTranslationID in the 2D code.
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parent
9f90c64727
commit
578a398981
13 changed files with 45 additions and 41 deletions
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@ -443,7 +443,7 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
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if (img->isWarped()) dg.mFlags |= DTF_Wrap;
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if (parms.indexed) dg.mFlags |= DTF_Indexed;
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dg.mTranslationId = 0;
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dg.mTranslationId = NO_TRANSLATION;
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SetStyle(img, parms, vertexcolor, dg);
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if (parms.indexed)
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{
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@ -451,7 +451,7 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
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vertexcolor = 0xffffffff;
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}
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if (!img->isHardwareCanvas() && parms.TranslationId != -1)
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if (!img->isHardwareCanvas() && parms.TranslationId != INVALID_TRANSLATION)
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{
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dg.mTranslationId = parms.TranslationId;
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}
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@ -607,7 +607,7 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
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dg.mFlags |= DTF_Wrap;
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dg.mTexture = img;
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dg.mTranslationId = 0;
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dg.mTranslationId = NO_TRANSLATION;
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SetStyle(img, parms, vertexcolor, dg);
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if (shape->lastParms == nullptr) {
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@ -624,7 +624,7 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
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shape->lastParms = new DrawParms(parms);
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}
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if (!(img != nullptr && img->isHardwareCanvas()) && parms.TranslationId != -1)
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if (!(img != nullptr && img->isHardwareCanvas()) && parms.TranslationId != INVALID_TRANSLATION)
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dg.mTranslationId = parms.TranslationId;
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auto osave = offset;
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@ -796,7 +796,7 @@ void F2DDrawer::AddPoly(FGameTexture *texture, FVector2 *points, int npoints,
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//
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//==========================================================================
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void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, const unsigned int* ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, const IntRect* clip)
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void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, const unsigned int* ind, size_t idxcount, FTranslationID translation, PalEntry color, FRenderStyle style, const IntRect* clip)
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{
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RenderCommand dg;
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