- 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:
parent
857002e12f
commit
b8eb530a0d
93 changed files with 1188 additions and 1288 deletions
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue