- 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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@ -2205,7 +2205,7 @@ ESPSResult R_SetPatchStyle (FRenderStyle style, fixed_t alpha, int translation,
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hcolfunc_post4 = rt_shaded4cols;
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dc_color = fixedcolormap ? fixedcolormap[APART(color)] : basecolormap->Maps[APART(color)];
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dc_colormap = (basecolormap = &ShadeFakeColormap[16-alpha])->Maps;
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if (fixedlightlev && !fixedcolormap)
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if (fixedlightlev >= 0 && fixedcolormap == NULL)
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{
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dc_colormap += fixedlightlev;
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}
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