- added objectcolor uniform. This will be used to hold the thingcolor for shader based rendering.

This commit is contained in:
Christoph Oelckers 2014-05-11 16:06:25 +02:00
commit 53f4cd0108
10 changed files with 43 additions and 15 deletions

View file

@ -749,7 +749,8 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
if (gl_enhanced_nightvision &&
(thing->IsKindOf(RUNTIME_CLASS(AInventory)) || thing->flags3&MF3_ISMONSTER || thing->flags&MF_MISSILE || thing->flags&MF_CORPSE))
{
Colormap.colormap = CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
// needs to be fixed later
//Colormap.colormap = CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
}
}
}