- implemented desaturation for the legacy GL renderer's 2D.
A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
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11 changed files with 168 additions and 60 deletions
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@ -169,9 +169,6 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
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void OpenGLFrameBuffer::WipeEndScreen()
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{
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screen->Draw2D();
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screen->Clear2D();
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const auto &viewport = GLRenderer->mScreenViewport;
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wipeendscreen = new FHardwareTexture(viewport.width, viewport.height, true);
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wipeendscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
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