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change tex format 4
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38d5d14157
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ecea4cad56
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@ -140,7 +140,7 @@ UINT32 Texture::UploadTexture(const UINT16* src, UINT8* scratch, int format, boo
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}
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break;
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case 3: // Interleaved A4L4 (high byte)
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case 3: // 8-bit, A4L4 (high byte)
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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@ -156,14 +156,14 @@ UINT32 Texture::UploadTexture(const UINT16* src, UINT8* scratch, int format, boo
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}
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break;
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case 4: // 8-bit, L4A4
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case 4: // 8-bit, L4A4 (high byte)
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] & 0xFF;
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c = ((texel >> 4) & 0xF) * 17; // seems to work better in Lost World (raptor shadows)
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texel = src[yi * 2048 + xi] >> 8;
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c = ((texel >> 4) & 0xF) * 17;
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a = (texel & 0xF) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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@ -178,9 +178,7 @@ UINT32 Texture::UploadTexture(const UINT16* src, UINT8* scratch, int format, boo
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{
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for (xi = x; xi < (x + width); xi++)
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{
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// Interpret as 8-bit grayscale
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texel = src[yi * 2048 + xi] & 0xFF;
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scratch[i++] = texel;
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scratch[i++] = texel;
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scratch[i++] = texel;
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@ -195,7 +193,6 @@ UINT32 Texture::UploadTexture(const UINT16* src, UINT8* scratch, int format, boo
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] >> 8;
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scratch[i++] = texel;
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scratch[i++] = texel;
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scratch[i++] = texel;
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