- major shader rework
* handle brightmaps in the main shader instead of keeping separate instances around. * added detail and glow layers from Raze. * fixed material setup which could not guarantee that everything was initialized correctly. * for warped textures, warp all layers. With this brightmaps finally work on warped textures. Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
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31 changed files with 293 additions and 134 deletions
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@ -755,7 +755,7 @@ void F2DDrawer::ClearScreen(PalEntry color)
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//
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//==========================================================================
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void F2DDrawer::AddLine(float x1, float y1, float x2, float y2, int clipx1, int clipy1, int clipx2, int clipy2, uint32_t color, uint8_t alpha)
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void F2DDrawer::AddLine(double x1, double y1, double x2, double y2, int clipx1, int clipy1, int clipx2, int clipy2, uint32_t color, uint8_t alpha)
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{
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PalEntry p = (PalEntry)color;
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p.a = alpha;
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