public void SetPalette(HardwarePalette palette) { if (palette.Texture == currentPaletteTexture) { return; } Flush(); currentPaletteTexture = palette.Texture; SpriteRenderer.SetPalette(currentPaletteTexture); WorldSpriteRenderer.SetPalette(currentPaletteTexture); WorldModelRenderer.SetPalette(currentPaletteTexture); }
public void SetPalette(HardwarePalette palette) { // Note: palette.Texture and palette.ColorShifts are updated at the same time // so we only need to check one of the two to know whether we must update the textures if (palette.Texture == currentPaletteTexture) { return; } Flush(); currentPaletteTexture = palette.Texture; SpriteRenderer.SetPalette(currentPaletteTexture, palette.ColorShifts); WorldSpriteRenderer.SetPalette(currentPaletteTexture, palette.ColorShifts); WorldModelRenderer.SetPalette(currentPaletteTexture); }