added per-sector sky UDMF properties.
(Hardware rendering only, the SW renderer is not in a state where this is easily done.)
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9a94472650
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bdee1f3d34
14 changed files with 63 additions and 21 deletions
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@ -2124,6 +2124,22 @@ public:
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movefactor = CheckFloat(key);
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break;
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case NAME_skyfloor:
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sec->planes[sector_t::floor].skytexture[0] = TexMan.CheckForTexture(CheckString(key), ETextureType::Wall, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
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break;
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case NAME_skyfloor2:
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sec->planes[sector_t::floor].skytexture[1] = TexMan.CheckForTexture(CheckString(key), ETextureType::Wall, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
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break;
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case NAME_skyceiling:
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sec->planes[sector_t::ceiling].skytexture[0] = TexMan.CheckForTexture(CheckString(key), ETextureType::Wall, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
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break;
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case NAME_skyceiling2:
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sec->planes[sector_t::ceiling].skytexture[1] = TexMan.CheckForTexture(CheckString(key), ETextureType::Wall, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
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break;
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// These two are used by Eternity for something I do not understand.
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//case NAME_portal_ceil_useglobaltex:
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//case NAME_portal_floor_useglobaltex:
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