Added FDynamicColormap support to true color mode

This commit is contained in:
Magnus Norddahl 2016-06-05 14:08:03 +02:00
commit 0c8c9e0aea
16 changed files with 948 additions and 468 deletions

View file

@ -119,7 +119,7 @@ double FocalLengthX;
double FocalLengthY;
FDynamicColormap*basecolormap; // [RH] colormap currently drawing with
int fixedlightlev;
lighttable_t *fixedcolormap;
FColormap *fixedcolormap;
FSpecialColormap *realfixedcolormap;
double WallTMapScale2;
@ -464,11 +464,11 @@ void R_SetupColormap(player_t *player)
// Render everything fullbright. The copy to video memory will
// apply the special colormap, so it won't be restricted to the
// palette.
fixedcolormap = realcolormaps;
fixedcolormap = &realcolormaps;
}
else
{
fixedcolormap = SpecialColormaps[player->fixedcolormap].Colormap;
fixedcolormap = &SpecialColormaps[player->fixedcolormap];
}
}
else if (player->fixedlightlevel >= 0 && player->fixedlightlevel < NUMCOLORMAPS)
@ -479,7 +479,7 @@ void R_SetupColormap(player_t *player)
// [RH] Inverse light for shooting the Sigil
if (fixedcolormap == NULL && extralight == INT_MIN)
{
fixedcolormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
fixedcolormap = &SpecialColormaps[INVERSECOLORMAP];
extralight = 0;
}
}