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hardcoded gl3 shaders; extended Image; bmp writer
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@@ -460,9 +460,9 @@ rasterFromImage(Raster *raster, Image *image)
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in = image->palette;
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out = (uint8*)natras->palette;
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for(int32 i = 0; i < pallength; i++){
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out[0] = in[2];
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[0];
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out[2] = in[2];
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out[3] = in[3];
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in += 4;
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out += 4;
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@@ -537,7 +537,7 @@ rasterToImage(Raster *raster)
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if((raster->format & Raster::PAL4) == Raster::PAL4){
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depth = 4;
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pallength = 16;
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}else if((raster->format & Raster::PAL4) == Raster::PAL8){
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}else if((raster->format & Raster::PAL8) == Raster::PAL8){
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depth = 8;
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pallength = 256;
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}
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@@ -550,9 +550,9 @@ rasterToImage(Raster *raster)
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out = image->palette;
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in = (uint8*)natras->palette;
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for(int32 i = 0; i < pallength; i++){
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out[0] = in[2];
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[0];
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out[2] = in[2];
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out[3] = in[3];
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in += 4;
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out += 4;
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@@ -7,6 +7,7 @@
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#include "../rwplg.h"
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#include "../rwpipeline.h"
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#include "../rwobjects.h"
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#include "../rwengine.h"
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#include "rwd3d.h"
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namespace rw {
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@@ -224,7 +225,7 @@ beginUpdate(Camera *cam)
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proj[9] = cam->viewOffset.y*invwy;
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proj[12] = -proj[8];
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proj[13] = -proj[9];
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if(cam->projection == PERSPECTIVE){
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if(cam->projection == Camera::PERSPECTIVE){
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proj[10] = cam->farPlane*invz;
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proj[11] = 1.0f;
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@@ -242,8 +243,7 @@ beginUpdate(Camera *cam)
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void
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initializeRender(void)
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{
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driver[PLATFORM_D3D8]->beginUpdate = beginUpdate;
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driver[PLATFORM_D3D9]->beginUpdate = beginUpdate;
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engine->beginUpdate = beginUpdate;
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}
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#endif
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