Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later.
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8 changed files with 29 additions and 15 deletions
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@ -383,7 +383,6 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(RF2, FLIPSPRITEOFFSETX, AActor, renderflags2),
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DEFINE_FLAG(RF2, FLIPSPRITEOFFSETY, AActor, renderflags2),
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DEFINE_FLAG(RF2, CAMFOLLOWSPLAYER, AActor, renderflags2),
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DEFINE_FLAG(RF2, NOMIPMAP, AActor, renderflags2),
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DEFINE_FLAG(RF2, ISOMETRICSPRITES, AActor, renderflags2),
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DEFINE_FLAG(RF2, SQUAREPIXELS, AActor, renderflags2),
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