- first adjustments to decal code.

- moved texture mode constants to a global header and consolidated with the variants of the 2D drawer.
This commit is contained in:
Christoph Oelckers 2018-10-21 08:14:48 +02:00
commit 1768508c80
16 changed files with 73 additions and 73 deletions

View file

@ -128,7 +128,7 @@ bool FGLRenderState::ApplyShader()
activeShader->muDesaturation.Set(mDesaturation / 255.f);
activeShader->muFogEnabled.Set(fogset);
activeShader->muTextureMode.Set(mTextureMode == TM_MODULATE && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
activeShader->muTextureMode.Set(mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
activeShader->muLightParms.Set(mLightParms);
activeShader->muFogColor.Set(mFogColor);
activeShader->muObjectColor.Set(mObjectColor);
@ -288,7 +288,7 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
}
else
{
mTempTM = TM_MODULATE;
mTempTM = TM_NORMAL;
}
mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
mShaderTimer = mat->tex->shaderspeed;