use FTranslationID in the 2D code.

This commit is contained in:
Christoph Oelckers 2023-11-09 22:55:49 +01:00
commit 578a398981
13 changed files with 45 additions and 41 deletions

View file

@ -50,6 +50,7 @@
#include "c_cvars.h"
#include "imagehelpers.h"
#include "v_video.h"
#include "v_font.h"
// Wrappers to keep the definitions of these classes out of here.
IHardwareTexture* CreateHardwareTexture(int numchannels);
@ -321,7 +322,6 @@ bool FTexture::ProcessData(unsigned char* buffer, int w, int h, bool ispatch)
// Initializes the buffer for the texture data
//
//===========================================================================
void V_ApplyLuminosityTranslation(int translation, uint8_t *buffer, int size);
FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags)
{
@ -367,7 +367,7 @@ FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags)
bmp.Blit(exx, exx, Pixels);
if (IsLuminosityTranslation(translation))
{
V_ApplyLuminosityTranslation(translation, buffer, W * H);
V_ApplyLuminosityTranslation(LuminosityTranslationDesc::fromInt(translation), buffer, W * H);
}
if (remap == nullptr)