- handle the software renderer's GetColorTable function
The real question here should be: Why does this need to get called in over 40 differenrt locations…?
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10 changed files with 54 additions and 33 deletions
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@ -256,8 +256,8 @@ void PolyModelRenderer::SetTransform()
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void PolyModelRenderer::DrawArrays(int start, int count)
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{
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PolyDrawArgs args;
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args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, visibility, fullbrightSprite);
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args.SetLights(Lights, NumLights);
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auto nc = !!(sector->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
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args.SetLight(GetSpriteColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], nc), lightlevel, visibility, fullbrightSprite); args.SetLights(Lights, NumLights);
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args.SetStencilTestValue(StencilValue);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(RenderStyle, RenderAlpha, fillcolor, Translation, SkinTexture, fullbrightSprite);
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@ -270,8 +270,8 @@ void PolyModelRenderer::DrawArrays(int start, int count)
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void PolyModelRenderer::DrawElements(int numIndices, size_t offset)
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{
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PolyDrawArgs args;
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args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, visibility, fullbrightSprite);
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args.SetLights(Lights, NumLights);
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auto nc = !!(sector->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
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args.SetLight(GetSpriteColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], nc), lightlevel, visibility, fullbrightSprite); args.SetLights(Lights, NumLights);
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args.SetStencilTestValue(StencilValue);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(RenderStyle, RenderAlpha, fillcolor, Translation, SkinTexture, fullbrightSprite);
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