Configurable sampling per custom texture in material shaders
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354b0f9257
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9 changed files with 117 additions and 27 deletions
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@ -102,7 +102,7 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
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fbtex.reset(MakeGameTexture(new FWrapperTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()), nullptr, ETextureType::SWCanvas));
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GetSystemTexture()->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
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auto mat = FMaterial::ValidateTexture(fbtex.get(), false);
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mat->AddTextureLayer(PaletteTexture, false);
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mat->AddTextureLayer(PaletteTexture, false, MaterialLayerSampling::Default);
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Canvas.reset();
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Canvas.reset(new DCanvas(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()));
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