use FTranslationID in the 2D code.
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13 changed files with 45 additions and 41 deletions
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@ -50,6 +50,7 @@
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#include "c_cvars.h"
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#include "imagehelpers.h"
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#include "v_video.h"
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#include "v_font.h"
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// Wrappers to keep the definitions of these classes out of here.
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IHardwareTexture* CreateHardwareTexture(int numchannels);
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@ -321,7 +322,6 @@ bool FTexture::ProcessData(unsigned char* buffer, int w, int h, bool ispatch)
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// Initializes the buffer for the texture data
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//
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//===========================================================================
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void V_ApplyLuminosityTranslation(int translation, uint8_t *buffer, int size);
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FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags)
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{
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@ -367,7 +367,7 @@ FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags)
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bmp.Blit(exx, exx, Pixels);
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if (IsLuminosityTranslation(translation))
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{
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V_ApplyLuminosityTranslation(translation, buffer, W * H);
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V_ApplyLuminosityTranslation(LuminosityTranslationDesc::fromInt(translation), buffer, W * H);
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}
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if (remap == nullptr)
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