- 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.
This commit is contained in:
Christoph Oelckers 2018-11-11 16:04:05 +01:00
commit f2dcff4386
15 changed files with 409 additions and 145 deletions

View file

@ -878,17 +878,6 @@ DEFINE_ACTION_FUNCTION(_Sector, SetFade)
//
//=====================================================================================
void sector_t::SetSpecialColor(int slot, int r, int g, int b)
{
SpecialColors[slot] = PalEntry(255, r, g, b);
}
void sector_t::SetSpecialColor(int slot, PalEntry rgb)
{
rgb.a = 255;
SpecialColors[slot] = rgb;
}
DEFINE_ACTION_FUNCTION(_Sector, SetSpecialColor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);