- scaled down the texture colorization feature for easier usability.
It makes little sense exposing every minute detail of this through UDMF. Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers. This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies. This is still missing the texture definition part, though.
This commit is contained in:
parent
fd15af0b50
commit
bb8db9422f
19 changed files with 203 additions and 542 deletions
|
|
@ -138,11 +138,9 @@ bool FGLRenderState::ApplyShader()
|
|||
activeShader->muClipSplit.Set(mClipSplit);
|
||||
activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
|
||||
activeShader->muAddColor.Set(mStreamData.uAddColor);
|
||||
activeShader->muBlendColor.Set(mStreamData.uBlendColor);
|
||||
activeShader->muObjectBlendMode.Set(mStreamData.uObjectBlendMode);
|
||||
activeShader->muObjectColorizeFactor.Set(mStreamData.uObjectColorizeFactor);
|
||||
activeShader->muObjectDesaturationFactor.Set(mStreamData.uObjectDesaturationFactor);
|
||||
activeShader->muObjectInvertColor.Set(mStreamData.uObjectInvertColor);
|
||||
activeShader->muTextureAddColor.Set(mStreamData.uTextureAddColor);
|
||||
activeShader->muTextureModulateColor.Set(mStreamData.uTextureModulateColor);
|
||||
activeShader->muTextureBlendColor.Set(mStreamData.uTextureBlendColor);
|
||||
|
||||
if (mGlowEnabled || activeShader->currentglowstate)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue