- 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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@ -1099,6 +1099,20 @@ bool DFrameBuffer::Begin2D (bool copy3d)
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return false;
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}
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//==========================================================================
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//
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// DFrameBuffer :: DrawBlendingRect
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//
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// In hardware 2D modes, the blending rect needs to be drawn separately
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// from transferring the 3D scene to video memory, because the weapon
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// sprite is drawn on top of that.
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//
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//==========================================================================
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void DFrameBuffer::DrawBlendingRect()
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{
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}
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//==========================================================================
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//
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// DFrameBuffer :: CreateTexture
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