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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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294 changed files with 3894 additions and 2813 deletions
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@ -116,7 +116,8 @@ public:
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U32 depth,
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void *pixels,
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GFXFormat format,
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GFXTextureProfile *profile );
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GFXTextureProfile *profile,
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U32 numMipLevels = 1);
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virtual GFXTextureObject *createTexture( U32 width,
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U32 height,
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@ -125,6 +126,19 @@ public:
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U32 numMipLevels,
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S32 antialiasLevel);
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Torque::Path validatePath(const Torque::Path &path);
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GBitmap *loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile);
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virtual GFXTextureObject *createCompositeTexture(const Torque::Path &pathR, const Torque::Path &pathG, const Torque::Path &pathB, const Torque::Path &pathA, U32 inputKey[4],
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GFXTextureProfile *profile);
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void saveCompositeTexture(const Torque::Path &pathR, const Torque::Path &pathG, const Torque::Path &pathB, const Torque::Path &pathA, U32 inputKey[4],
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const Torque::Path &saveAs,GFXTextureProfile *profile);
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virtual GFXTextureObject *createCompositeTexture(GBitmap*bmp[4], U32 inputKey[4],
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const String &resourceName,
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GFXTextureProfile *profile,
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bool deleteBmp);
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void deleteTexture( GFXTextureObject *texture );
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void reloadTexture( GFXTextureObject *texture );
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