- 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…?
This commit is contained in:
parent
f823e57446
commit
7d3cd53c7e
10 changed files with 54 additions and 33 deletions
|
|
@ -352,8 +352,8 @@ namespace swrenderer
|
|||
void SWModelRenderer::DrawArrays(int start, int count)
|
||||
{
|
||||
PolyDrawArgs args;
|
||||
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, visibility, fullbrightSprite);
|
||||
args.SetLights(Lights, NumLights);
|
||||
auto nc = !!(sector->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
|
||||
args.SetLight(GetSpriteColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], nc), lightlevel, visibility, fullbrightSprite); args.SetLights(Lights, NumLights);
|
||||
args.SetNormal(FVector3(0.0f, 0.0f, 0.0f));
|
||||
args.SetStyle(RenderStyle, RenderAlpha, fillcolor, Translation, SkinTexture->GetSoftwareTexture(), fullbrightSprite);
|
||||
args.SetDepthTest(true);
|
||||
|
|
@ -369,8 +369,8 @@ namespace swrenderer
|
|||
void SWModelRenderer::DrawElements(int numIndices, size_t offset)
|
||||
{
|
||||
PolyDrawArgs args;
|
||||
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, visibility, fullbrightSprite);
|
||||
args.SetLights(Lights, NumLights);
|
||||
auto nc = !!(sector->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
|
||||
args.SetLight(GetSpriteColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], nc), lightlevel, visibility, fullbrightSprite); args.SetLights(Lights, NumLights);
|
||||
args.SetNormal(FVector3(0.0f, 0.0f, 0.0f));
|
||||
args.SetStyle(RenderStyle, RenderAlpha, fillcolor, Translation, SkinTexture->GetSoftwareTexture(), fullbrightSprite);
|
||||
args.SetDepthTest(true);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue