- texture code refactoring to consolidate multiple textures referencing the same backing image.
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3a47c5c7f7
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aeba304715
28 changed files with 160 additions and 128 deletions
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@ -298,7 +298,7 @@ void FGLRenderState::Apply()
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void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
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{
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if (mat->tex->isHardwareCanvas())
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if (mat->isHardwareCanvas())
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{
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mTempTM = TM_OPAQUE;
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}
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@ -306,11 +306,11 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
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{
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mTempTM = TM_NORMAL;
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}
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auto tex = mat->Source();
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mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
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mShaderTimer = mat->tex->shaderspeed;
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SetSpecular(mat->tex->Glossiness, mat->tex->SpecularLevel);
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mShaderTimer = tex->shaderspeed;
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SetSpecular(tex->Glossiness, tex->SpecularLevel);
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auto tex = mat->tex;
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if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
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if (tex->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
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else if ((tex->isWarped() || tex->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
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