- moved special color maps to utilities.
The default tables are needed by the texture compositor which should be universal, so this needs to be, too.
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parent
db62aeb671
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7243495b16
10 changed files with 197 additions and 155 deletions
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@ -474,13 +474,13 @@ void FMultipatchTextureBuilder::ParsePatch(FScanner &sc, BuildInfo &info, TexPar
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if (part.Translation != NULL) delete part.Translation;
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part.Translation = NULL;
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part.Blend = 0;
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static const char *maps[] = { "inverse", "gold", "red", "green", "blue", NULL };
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static const char *maps[] = { "gold", "red", "green", "blue", "inverse", NULL };
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sc.MustGetString();
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match = sc.MatchString(maps);
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if (match >= 0)
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{
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part.Blend = BLEND_SPECIALCOLORMAP1 + match;
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part.Blend = BLEND_SPECIALCOLORMAP1 + match + 1;
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}
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else if (sc.Compare("ICE"))
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{
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@ -528,7 +528,7 @@ void FMultipatchTextureBuilder::ParsePatch(FScanner &sc, BuildInfo &info, TexPar
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b1 = (float)sc.Float;
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if (!sc.CheckString(","))
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{
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part.Blend = AddSpecialColormap(0, 0, 0, r1, g1, b1);
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part.Blend = AddSpecialColormap(GPalette.BaseColors, 0, 0, 0, r1, g1, b1);
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}
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else
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{
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@ -540,7 +540,7 @@ void FMultipatchTextureBuilder::ParsePatch(FScanner &sc, BuildInfo &info, TexPar
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sc.MustGetStringName(",");
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sc.MustGetFloat();
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b2 = (float)sc.Float;
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part.Blend = AddSpecialColormap(r1, g1, b1, r2, g2, b2);
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part.Blend = AddSpecialColormap(GPalette.BaseColors, r1, g1, b1, r2, g2, b2);
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}
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}
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else if (sc.Compare("Blend"))
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