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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14 changed files with 63 additions and 21 deletions
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@ -186,6 +186,10 @@ static void PrecacheLevel(FLevelLocals *Level)
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{
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AddToList(hitlist.Data(), Level->sectors[i].GetTexture(sector_t::floor), FTextureManager::HIT_Flat);
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AddToList(hitlist.Data(), Level->sectors[i].GetTexture(sector_t::ceiling), FTextureManager::HIT_Flat);
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AddToList(hitlist.Data(), Level->sectors[i].planes[0].skytexture[0], FTextureManager::HIT_Wall);
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AddToList(hitlist.Data(), Level->sectors[i].planes[0].skytexture[1], FTextureManager::HIT_Wall);
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AddToList(hitlist.Data(), Level->sectors[i].planes[1].skytexture[0], FTextureManager::HIT_Wall);
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AddToList(hitlist.Data(), Level->sectors[i].planes[1].skytexture[1], FTextureManager::HIT_Wall);
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}
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for (i = Level->sides.Size() - 1; i >= 0; i--)
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