- Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either). - Separated light level fixing out of player_t's fixedcolormap parameter. Using a fixed light level (e.g. PowerTorch) will no longer wipe out colored lighting. - Moved the blending rectangle drawing into a separate discrete stage, since doing it while copying the 3D view window to the display now blends underneath the weapon instead of on top of it. - Consolidated the special colormaps into a single 2D table. - Tweaked the special colormaps slightly to make the true color results more closely match the paletted approximations. - fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the executable and into zdoom.pk3. Shaders are still precompiled so I don't need to pull in a dependancy on D3DX. - Added a few more shaders to accomodate drawing weapons with all the in-game lighting models. These are accessed with the new DrawTexture tags DTA_SpecialColormap and DTA_ColormapStyle. - Player weapon sprites are now drawn using Direct3D and receive all the benefits thereof. SVN r1858 (trunk)
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93 changed files with 1188 additions and 1288 deletions
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@ -2508,9 +2508,27 @@ void player_t::Serialize (FArchive &arc)
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<< poisoncount
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<< poisoner
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<< attacker
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<< extralight
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<< fixedcolormap
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<< morphTics
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<< extralight;
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if (SaveVersion < 1858)
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{
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int fixedmap;
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arc << fixedmap;
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fixedcolormap = NOFIXEDCOLORMAP;
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fixedlightlev = -1;
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if (fixedmap >= NUMCOLORMAPS)
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{
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fixedcolormap = fixedmap - NUMCOLORMAPS;
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}
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else if (fixedmap > 0)
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{
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fixedlightlev = fixedmap;
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}
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}
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else
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{
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arc << fixedcolormap << fixedlightlev;
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}
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arc << morphTics
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<< MorphedPlayerClass
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<< MorphStyle
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<< MorphExitFlash
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@ -2532,7 +2550,7 @@ void player_t::Serialize (FArchive &arc)
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<< ConversationPC
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<< ConversationNPCAngle
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<< ConversationFaceTalker;
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for (i = 0; i < MAXPLAYERS; i++)
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arc << frags[i];
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for (i = 0; i < NUMPSPRITES; i++)
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