- added objectcolor uniform. This will be used to hold the thingcolor for shader based rendering.
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10 changed files with 43 additions and 15 deletions
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@ -749,7 +749,8 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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if (gl_enhanced_nightvision &&
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(thing->IsKindOf(RUNTIME_CLASS(AInventory)) || thing->flags3&MF3_ISMONSTER || thing->flags&MF_MISSILE || thing->flags&MF_CORPSE))
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{
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Colormap.colormap = CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
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// needs to be fixed later
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//Colormap.colormap = CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
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}
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}
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}
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