More correct, still doesn't work.
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@@ -32,6 +32,7 @@ namespace OpenRA.FileFormats.Graphics
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IVertexBuffer<Vertex> CreateVertexBuffer( int length );
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IIndexBuffer CreateIndexBuffer( int length );
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ITexture CreateTexture( Bitmap bitmap );
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ITexture CreateTexture();
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IShader CreateShader( Stream stream );
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Size WindowSize { get; }
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@@ -21,16 +21,18 @@ namespace OpenRA.Graphics
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{
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public const int MaxPalettes = 64;
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int allocated = 0;
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ITexture texture;
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// We need to store the Palettes themselves for the remap palettes to work
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// We should probably try to fix this somehow
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Dictionary<string, Palette> palettes;
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Dictionary<string, int> indices;
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public HardwarePalette(Map map)
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{
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palettes = new Dictionary<string, Palette>();
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indices = new Dictionary<string, int>();
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texture = Game.Renderer.Device.CreateTexture();
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}
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public Palette GetPalette(string name)
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@@ -81,17 +83,17 @@ namespace OpenRA.Graphics
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//foreach (var mod in paletteMods)
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// mod.AdjustPalette(b);
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var data = new uint[256,MaxPalettes];
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var data = new uint[MaxPalettes,256];
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foreach (var pal in palettes)
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{
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var j = indices[pal.Key];
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var c = pal.Value.Values;
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for (var i = 0; i < 256; i++)
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data[i,j] = c[i];
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data[j,i] = c[i];
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}
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// Doesn't work
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Texture.SetData(data);
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texture.SetData(data);
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/*
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// Works
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var foo = new Bitmap(256,MaxPalettes);
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@@ -102,19 +104,7 @@ namespace OpenRA.Graphics
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Texture.SetData(foo);
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*/
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Game.Renderer.PaletteTexture = Texture;
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}
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ITexture texture;
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public ITexture Texture
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{
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get
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{
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if (texture == null)
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texture = Game.Renderer.Device.CreateTexture(new Bitmap(MaxPalettes, 256));
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return texture;
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}
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Game.Renderer.PaletteTexture = texture;
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}
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}
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}
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@@ -283,6 +283,7 @@ namespace OpenRA.GlRenderer
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public IVertexBuffer<Vertex> CreateVertexBuffer(int size) { return new VertexBuffer<Vertex>(this, size); }
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public IIndexBuffer CreateIndexBuffer(int size) { return new IndexBuffer(this, size); }
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public ITexture CreateTexture() { return new Texture(this); }
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public ITexture CreateTexture(Bitmap bitmap) { return new Texture(this, bitmap); }
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public IShader CreateShader(Stream stream) { return new Shader(this, stream); }
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}
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@@ -20,7 +20,13 @@ namespace OpenRA.GlRenderer
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public class Texture : ITexture
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{
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internal int texture;
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public Texture(GraphicsDevice dev)
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{
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Gl.glGenTextures(1, out texture);
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GraphicsDevice.CheckGlError();
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}
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public Texture(GraphicsDevice dev, Bitmap bitmap)
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{
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Gl.glGenTextures(1, out texture);
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