76 for (
int shadow = 1; shadow < 256; shadow++) {
87 unsigned char * trans =
W3DNEWARRAY unsigned char [256];
89 for (
int index = 1; index < 256; index++) {
90 trans[index] = (
unsigned char)screenpalette.
Closest_Color(artpalette[index]);
130 int maskhalf = ((
DSurface &)surface).Get_Halfbright_Mask();
131 int maskquarter = ((
DSurface &)surface).Get_Quarterbright_Mask();
RLEBlitter * RLETranslucent1Blitter
Blitter * Translucent1Blitter
RLEBlitter * RLERemapBlitter
RLEBlitter * RLETranslucent3Blitter
RLEBlitter const * RLEBlitter_From_Flags(ShapeFlags_Type flags) const
Blitter * Translucent2Blitter
RLEBlitter * RLETransBlitter
Blitter * Translucent3Blitter
Blitter const * Blitter_From_Flags(ShapeFlags_Type flags) const
unsigned char * ShadowTable
int Bytes_Per_Pixel(void) const
RLEBlitter * RLETranslucent2Blitter
unsigned char const * RemapTable
RLEBlitter * RLEShadowBlitter
ConvertClass(PaletteClass const &artpalette, PaletteClass const &screenpalette, Surface const &typicalsurface)
void Set_Value(unsigned char value)
int Get_Value(void) const
int Closest_Color(RGBClass const &rgb) const