Fix texture channel for psvita
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2d701d414d
commit
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@ -21,7 +21,8 @@ namespace AxibugEmuOnline.Client
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{
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{
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if (wrapTex == null)
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if (wrapTex == null)
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{
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{
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wrapTex = new Texture2D(272, 240, TextureFormat.BGRA32, false);
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//wrapTex = new Texture2D(272, 240, TextureFormat.BGRA32, false);
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wrapTex = new Texture2D(272, 240, TextureFormat.RGBA32, false);
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wrapTex.filterMode = FilterMode.Point;
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wrapTex.filterMode = FilterMode.Point;
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wrapTexBuffer = screenData;
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wrapTexBuffer = screenData;
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@ -36,7 +37,8 @@ namespace AxibugEmuOnline.Client
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TexBufferSize = wrapTexBuffer.Length * 4;
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TexBufferSize = wrapTexBuffer.Length * 4;
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var palRaw = PaletteDefine.m_cnPalette[0];
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var palRaw = PaletteDefine.m_cnPalette[0];
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pPal = new Texture2D(palRaw.Length, 1, TextureFormat.BGRA32, 1, true);
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//pPal = new Texture2D(palRaw.Length, 1, TextureFormat.BGRA32, 1, true);
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pPal = new Texture2D(palRaw.Length, 1, TextureFormat.RGBA32, false);
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pPal.filterMode = FilterMode.Point;
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pPal.filterMode = FilterMode.Point;
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for (int i = 0; i < palRaw.Length; i++)
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for (int i = 0; i < palRaw.Length; i++)
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{
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{
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@ -109,7 +109,8 @@
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half4 color = tex2D(_MainTex,mapUV);
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half4 color = tex2D(_MainTex,mapUV);
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float rawIndex = color.b;
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//float rawIndex = color.b;
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float rawIndex = color.r;
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color = tex2D(_PalTex,float2(rawIndex,0.5));
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color = tex2D(_PalTex,float2(rawIndex,0.5));
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