- adjustments and fixes for alphatextures:
* Instead of using the red channel it now uses the grayscale value. While slower in a few situations, it is also more precise and makes the feature more useful. * For paletted textures do not use the index as alpha anymore but the actual grayscaled color. This is again to make the feature more consistent and useful. * To compensate for the above there is now a list of hashes for known alpha textures in patch format, so that they don't get broken. * IMGZ is now considered a grayscale format. There's only two known textures that use IMGZ for something else than crosshairs and those are explicitly handled. * several smaller fixes. * the actual color conversion functions for paletted output are now consolidated in a small number of inlines so that future changes are easier to do. Note: This hasn't been tested yet and will need further changes in the hardware rendering code. As it is it is not production-ready.
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@ -754,7 +754,7 @@ void FTexture::FillBuffer(uint8_t *buff, int pitch, int height, FTextureFormat f
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{
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case TEX_Pal:
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case TEX_Gray:
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pix = GetPixels(DefaultRenderStyle());
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pix = GetPixels(fmt == TEX_Pal? DefaultRenderStyle() : LegacyRenderStyles[STYLE_Shaded]);
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stride = pitch - w;
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for (y = 0; y < h; ++y)
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{
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