- more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector. * Gradients can be selectively disabled or vertically flipped per wall tier. * Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts. The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
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15 changed files with 409 additions and 145 deletions
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@ -105,6 +105,9 @@ FSerializer &Serialize(FSerializer &arc, const char *key, side_t::part &part, si
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("yscale", part.yScale, def->yScale)
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("texture", part.texture, def->texture)
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("interpolation", part.interpolation)
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("flags", part.flags, def->flags)
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("color1", part.SpecialColors[0], def->SpecialColors[0])
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("color2", part.SpecialColors[1], def->SpecialColors[1])
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.EndObject();
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}
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return arc;
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