- made camera textures operational again.
Now with proper separation of software rendering logic from the main part of the class.
This commit is contained in:
parent
91a8f5cd04
commit
5666e4c805
27 changed files with 518 additions and 459 deletions
|
|
@ -1584,6 +1584,19 @@ DEFINE_ACTION_FUNCTION_NATIVE(_TexMan, ReplaceTextures, ReplaceTextures)
|
|||
return 0;
|
||||
}
|
||||
|
||||
void SetCameraToTexture(AActor *viewpoint, const FString &texturename, double fov);
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_TexMan, SetCameraToTexture, SetCameraToTexture)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_OBJECT(viewpoint, AActor);
|
||||
PARAM_STRING(texturename); // [ZZ] there is no point in having this as FTextureID because it's easier to refer to a cameratexture by name and it isn't executed too often to cache it.
|
||||
PARAM_FLOAT(fov);
|
||||
SetCameraToTexture(viewpoint, texturename, fov);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
//=====================================================================================
|
||||
//
|
||||
// secplane_t exports
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue