- 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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@ -1083,6 +1083,7 @@ void FTextureManager::AddLocalizedVariants()
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//==========================================================================
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FTexture *CreateShaderTexture(bool, bool);
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void InitBuildTiles();
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FImageSource* CreateEmptyTexture();
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void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&))
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{
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@ -1094,6 +1095,10 @@ void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildI
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auto nulltex = new FImageTexture(nullptr, "");
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nulltex->SetUseType(ETextureType::Null);
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AddTexture (nulltex);
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// This is for binding to unused texture units, because accessing an unbound texture unit is undefined. It's a one pixel empty texture.
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auto emptytex = new FImageTexture(CreateEmptyTexture(), "");
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emptytex->SetSize(1, 1);
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AddTexture(emptytex);
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// some special textures used in the game.
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AddTexture(CreateShaderTexture(false, false));
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AddTexture(CreateShaderTexture(false, true));
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