- 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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b5c88957f0
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31 changed files with 293 additions and 134 deletions
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@ -116,7 +116,7 @@ FTexture::FTexture (const char *name, int lumpnum)
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:
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Scale(1,1), SourceLump(lumpnum),
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UseType(ETextureType::Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bFullNameTexture(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(1), bComplex(false), bMultiPatch(false), bFullNameTexture(false),
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Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0)
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{
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bBrightmapChecked = false;
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@ -384,7 +384,7 @@ void FTexture::CreateDefaultBrightmap()
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// Check for brightmaps
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if (GetImage() && GetImage()->UseGamePalette() && GPalette.HasGlobalBrightmap &&
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UseType != ETextureType::Decal && UseType != ETextureType::MiscPatch && UseType != ETextureType::FontChar &&
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Brightmap == NULL && bWarped == 0)
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Brightmap == NULL)
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{
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// May have one - let's check when we use this texture
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auto texbuf = Get8BitPixels(false);
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