- 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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@ -341,6 +341,8 @@ bool DCanvas::ParseDrawTextureTags (FTexture *img, int x, int y, DWORD tag, va_l
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parms->style.BlendOp = 255; // Dummy "not set" value
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parms->masked = true;
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parms->bilinear = false;
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parms->specialcolormap = NULL;
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parms->colormapstyle = NULL;
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parms->x = x << FRACBITS;
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parms->y = y << FRACBITS;
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@ -580,6 +582,14 @@ bool DCanvas::ParseDrawTextureTags (FTexture *img, int x, int y, DWORD tag, va_l
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case DTA_RenderStyle:
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parms->style.AsDWORD = va_arg (tags, DWORD);
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break;
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case DTA_SpecialColormap:
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parms->specialcolormap = va_arg (tags, FSpecialColormapParameters *);
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break;
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case DTA_ColormapStyle:
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parms->colormapstyle = va_arg (tags, FColormapStyle *);
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break;
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}
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tag = va_arg (tags, DWORD);
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}
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