Further cleanup of lighting code.
- remove thing color from lighting calculations. - implement alpha textures and inverse sprites for infrared as texture modes. This still requires some handling for the alpha texture mode for non-shader rendering because there is no way in the fixed pipeline to do it. The inverted texture effect can be done with a texture combiner. - fixed: ThingColor for sprites was set in the wrong place. It must be in the Process function, not in the lighting calculation. - added functions for isolated calculation of sprites' dynlight color.
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11 changed files with 134 additions and 73 deletions
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@ -338,6 +338,7 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
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else
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{
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// This is an alpha texture
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gl_RenderState.SetTextureMode(TM_REDTOALPHA);
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gltex->BindPatch(CM_SHADE, 0);
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}
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