It can now be used from UDMF and ZScript.
To avoid clutter it doesn't allow setting the values individually but requires definition of a data record in TEXTURES.
colorization
{
DesaturationFactor <float>
Invert
AddColor <color>
ModulateColor <color>
BlendColor <color>, <mode> [, <alpha>]
}
Mode for BlendColor can be Alpha (normal translucent blending), as well as 3 special values taken from Build engine games: Screen, Overlay and HardLight.
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| .. | ||
| compatibility.cpp | ||
| edata.cpp | ||
| glnodes.cpp | ||
| maploader.cpp | ||
| maploader.h | ||
| polyobjects.cpp | ||
| postprocessor.cpp | ||
| renderinfo.cpp | ||
| slopes.cpp | ||
| specials.cpp | ||
| strifedialogue.cpp | ||
| udmf.cpp | ||
| udmf.h | ||
| usdf.cpp | ||