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engine: gamma: use FBitSet
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@ -79,7 +79,7 @@ void BuildGammaTable( float lightgamma, float brightness )
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byte LightToTexGamma( byte b )
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byte LightToTexGamma( byte b )
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{
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{
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if( host.features & ENGINE_LINEAR_GAMMA_SPACE )
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if( FBitSet( host.features, ENGINE_LINEAR_GAMMA_SPACE ))
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return b;
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return b;
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else
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else
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return lightgammatable[b];
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return lightgammatable[b];
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@ -87,7 +87,7 @@ byte LightToTexGamma( byte b )
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byte TextureToGamma( byte b )
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byte TextureToGamma( byte b )
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{
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{
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if( host.features & ENGINE_LINEAR_GAMMA_SPACE )
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if( FBitSet( host.features, ENGINE_LINEAR_GAMMA_SPACE ))
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return b;
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return b;
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else
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else
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return texgammatable[b];
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return texgammatable[b];
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