- health groups and software rendering textures freed of 'level'
Edited cherry-pick of an older commit.
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eb5a39960e
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14101fa447
16 changed files with 79 additions and 64 deletions
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@ -637,7 +637,7 @@ PolyWallTextureCoordsU::PolyWallTextureCoordsU(FSoftwareTexture *tex, const seg_
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PolyWallTextureCoordsV::PolyWallTextureCoordsV(FSoftwareTexture *tex, const line_t *line, const side_t *side, side_t::ETexpart wallpart, double topz, double bottomz, double unpeggedceil, double topTexZ, double bottomTexZ)
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{
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double yoffset = side->GetTextureYOffset(wallpart);
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if (tex->useWorldPanning())
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if (tex->useWorldPanning(line->GetLevel()))
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yoffset *= side->GetTextureYScale(wallpart) * tex->GetScale().Y;
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switch (wallpart)
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@ -101,7 +101,7 @@ void RenderPolyWallSprite::Render(PolyRenderThread *thread, AActor *thing, subse
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int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight;
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PolyDrawArgs args;
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auto nc = !!(sub->sector->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
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auto nc = !!(thing->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
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args.SetLight(GetSpriteColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], nc), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), fullbrightSprite); args.SetStencilTestValue(stencilValue);
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args.SetTexture(tex, thing->RenderStyle);
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args.SetDepthTest(true);
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