- floatification of p_3dfloors, p_3dmidtex and p_acs.cpp plus some leftovers.
- removed all references to Doom specific headers from xs_Float.h and cmath.h.
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26 changed files with 319 additions and 335 deletions
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@ -3074,7 +3074,8 @@ void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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DAngle rotation, FDynamicColormap *colormap, int lightlevel)
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{
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// Use an equation similar to player sprites to determine shade
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fixed_t shade = LIGHT2SHADE(lightlevel) - 12*FRACUNIT;
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double fadelevel = clamp((LIGHT2SHADE(lightlevel)/65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
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BufferedTris *quad;
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FBVERTEX *verts;
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D3DTex *tex;
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@ -3128,7 +3129,6 @@ void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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quad->ShaderNum = BQS_InGameColormap;
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quad->Desat = colormap->Desaturate;
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color0 = D3DCOLOR_ARGB(255, colormap->Color.r, colormap->Color.g, colormap->Color.b);
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double fadelevel = clamp(shade / (NUMCOLORMAPS * 65536.0), 0.0, 1.0);
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color1 = D3DCOLOR_ARGB(DWORD((1 - fadelevel) * 255),
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DWORD(colormap->Fade.r * fadelevel),
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DWORD(colormap->Fade.g * fadelevel),
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