- extended FTexture::GetPixels and FTexture::GetColumn by a RenderStyle parameter.

Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel.
Handling of the alPh chunk has been removed as a result as it in no longer needed.
This commit is contained in:
Christoph Oelckers 2018-03-18 21:33:44 +01:00
commit f4d9ad1123
41 changed files with 217 additions and 249 deletions

View file

@ -199,7 +199,7 @@ namespace swrenderer
if (Thread->Viewport->RenderTarget->IsBgra())
args.SetTexture((const uint8_t *)SkinTexture->GetPixelsBgra(), SkinTexture->GetWidth(), SkinTexture->GetHeight());
else
args.SetTexture(SkinTexture->GetPixels(), SkinTexture->GetWidth(), SkinTexture->GetHeight());
args.SetTexture(SkinTexture->GetPixels(DefaultRenderStyle()), SkinTexture->GetWidth(), SkinTexture->GetHeight());
args.SetDepthTest(true);
args.SetWriteDepth(true);
@ -237,7 +237,7 @@ namespace swrenderer
if (Thread->Viewport->RenderTarget->IsBgra())
args.SetTexture((const uint8_t *)SkinTexture->GetPixelsBgra(), SkinTexture->GetWidth(), SkinTexture->GetHeight());
else
args.SetTexture(SkinTexture->GetPixels(), SkinTexture->GetWidth(), SkinTexture->GetHeight());
args.SetTexture(SkinTexture->GetPixels(DefaultRenderStyle()), SkinTexture->GetWidth(), SkinTexture->GetHeight());
args.SetDepthTest(true);
args.SetWriteDepth(true);