added per-sector sky UDMF properties.

(Hardware rendering only, the SW renderer is not in a state where this is easily done.)
This commit is contained in:
Christoph Oelckers 2023-10-29 17:49:59 +01:00
commit bdee1f3d34
14 changed files with 63 additions and 21 deletions

View file

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