- 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)
This commit is contained in:
Randy Heit 2009-09-20 03:50:05 +00:00
commit b8eb530a0d
93 changed files with 1188 additions and 1288 deletions

View file

@ -426,16 +426,16 @@ BYTE *GetBlendMap(PalEntry blend, BYTE *blendwork)
switch (blend.a==0 ? blend.r : -1)
{
case BLEND_INVERSEMAP:
return InverseColormap;
return SpecialColormaps[INVERSECOLORMAP];
case BLEND_GOLDMAP:
return GoldColormap;
return SpecialColormaps[GOLDCOLORMAP];
case BLEND_REDMAP:
return RedColormap;
return SpecialColormaps[REDCOLORMAP];
case BLEND_GREENMAP:
return GreenColormap;
return SpecialColormaps[GREENCOLORMAP];
case BLEND_ICEMAP:
return TranslationToTable(TRANSLATION(TRANSLATION_Standard, 7))->Remap;