- Fixed: Memory error when loading BMF palettes.
- Fixed: When locating WhiteIndex and BlackIndex in the palette index 0 was skipped. - Fixed: When filling an area black for vid_fps or pillarbox/letterbox use GPalette.BlackIndex instead of assuming palette index 0 is black. SVN r3807 (trunk)
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4 changed files with 9 additions and 9 deletions
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@ -159,8 +159,8 @@ void FPalette::SetPalette (const BYTE *colors)
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// Find white and black from the original palette so that they can be
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// used to make an educated guess of the translucency % for a BOOM
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// translucency map.
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WhiteIndex = BestColor ((DWORD *)BaseColors, 255, 255, 255);
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BlackIndex = BestColor ((DWORD *)BaseColors, 0, 0, 0);
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WhiteIndex = BestColor ((DWORD *)BaseColors, 255, 255, 255, 0, 255);
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BlackIndex = BestColor ((DWORD *)BaseColors, 0, 0, 0, 0, 255);
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}
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// In ZDoom's new texture system, color 0 is used as the transparent color.
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