Fix blue pixels bug in paletted mode
Fix fog bug in paletted mode Don't load a palette and generate a lookup in the non-paletted mode
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@@ -203,7 +203,7 @@ void R_InitPalette( void ) {
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ri.Printf( PRINT_ALL, "PALETTE LOADDEEEED!!!!!!!!!!!!1\n" );
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paletteavailable = 1; // Do have a palette
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//ri.FS_FreeFile(buff);
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d_8to24table[255] &= LittleLong(0xffffff); // 255 is transparent
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if (palettedTextureSupport)
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paletteability = 1;
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@@ -230,7 +230,7 @@ void R_InitPalette( void ) {
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{
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for (b=0 ; b<256 ; b+=8)
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{
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beastcolor = BestColor (r, g, b, 0, 254);
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beastcolor = BestColor (r, g, b, 1, 254);
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palmap[r>>3][g>>3][b>>3] = beastcolor;
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}
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}
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@@ -250,8 +250,6 @@ void R_InitPalette( void ) {
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v = (255<<24) + (re<<0) + (ge<<8) + (be<<16);
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d_8to24table[i] = v;
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}
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d_8to24table[255] &= 0xffffff; // 255 is transparent
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d_8to24table[255] = 0xffffff; // 255 is GODDAMN transparent
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}
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}
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@@ -1562,6 +1560,8 @@ static void Upload8( unsigned *data,
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b = scan[i*4 +2];
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a = scan[i*4 +3];
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thecol = palmap[r>>3][g>>3][b>>3];
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a *= 1.9;
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a /= 255;
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a *= 255;
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@@ -2130,7 +2130,7 @@ static void R_CreateFogImage( void ) {
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byte *data;
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float d;
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float borderColor[4];
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force32upload = 1; // leilei - paletted fog fix
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data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
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// S is distance, T is depth
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@@ -2156,6 +2156,7 @@ static void R_CreateFogImage( void ) {
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borderColor[3] = 1;
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qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor );
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force32upload = 0; // leilei - paletted fog fix
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}
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/*
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@@ -2334,7 +2335,7 @@ void R_InitImages( void ) {
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R_SetColorMappings();
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// leilei - paletted texture support
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//if (r_texturebits->integer == 8)
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if (r_texturebits->integer == 8)
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R_InitPalette();
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// create default texture and white texture
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