TileAtlasVX: RGSS2 knows no shadow layer
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@ -274,11 +274,13 @@ void build(TEXFBO &tf, Bitmap *bitmaps[BM_COUNT])
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FBO::clear();
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FBO::clear();
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glState.clearColor.pop();
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glState.clearColor.pop();
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#ifdef RGSS3
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SDL_Surface *shadow = createShadowSet();
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SDL_Surface *shadow = createShadowSet();
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TEX::bind(tf.tex);
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TEX::bind(tf.tex);
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TEX::uploadSubImage(shadowArea.x*32, shadowArea.y*32,
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TEX::uploadSubImage(shadowArea.x*32, shadowArea.y*32,
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shadow->w, shadow->h, shadow->pixels, GL_RGBA);
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shadow->w, shadow->h, shadow->pixels, GL_RGBA);
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SDL_FreeSurface(shadow);
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SDL_FreeSurface(shadow);
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#endif
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Bitmap *bm;
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Bitmap *bm;
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#define EXEC_BLITS(part) \
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#define EXEC_BLITS(part) \
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@ -627,7 +629,11 @@ void readTiles(Reader &reader, const Table &data,
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for (int i = 0; i < 2; ++i)
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for (int i = 0; i < 2; ++i)
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readLayer(reader, data, flags, ox, oy, w, h, i);
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readLayer(reader, data, flags, ox, oy, w, h, i);
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#ifdef RGSS3
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readShadowLayer(reader, data, ox, oy, w, h);
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readShadowLayer(reader, data, ox, oy, w, h);
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#else
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(void) createShadowSet; (void) readShadowLayer;
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#endif
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readLayer(reader, data, flags, ox, oy, w, h, 2);
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readLayer(reader, data, flags, ox, oy, w, h, 2);
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}
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}
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