GZDoomBuilder 1.05a:

Fixed incorrect rendering of 3D-floors, masked and transparent surfaces introduced in 1.05...
Additive transparent surfaces aren't affected by dynamic lights now (because they aren't affected in GZDoom).
This commit is contained in:
MaxED 2012-05-13 20:51:41 +00:00
parent 095c1154ee
commit 14e6c959bd
3 changed files with 7 additions and 10 deletions

View file

@ -739,9 +739,9 @@ namespace CodeImp.DoomBuilder.Rendering
{
// Determine the shader pass we want to use for this object
int wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass;
//mxd. Seems that translucent lines aren't affected by dynamic lights in GZDoom
if (g.RenderPass != RenderPass.Alpha && General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) {
//mxd. Seems that lines rendered with RenderPass.Alpha or RenderPass.Additive aren't affected by dynamic lights in GZDoom
if (g.RenderPass != RenderPass.Alpha && g.RenderPass != RenderPass.Additive && General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) {
if (curtexture.Texture != null) {
if (!litGeometry.ContainsKey(curtexture.Texture))
litGeometry[curtexture.Texture] = new List<VisualGeometry>();

View file

@ -203,10 +203,10 @@ namespace CodeImp.DoomBuilder.VisualModes
pc.g = (byte)((float)pc.g * valMod);
pc.b = (byte)((float)pc.b * valMod);
int colorRef = pc.ToColorRef();
p1.c = colorRef;
p2.c = colorRef;
p3.c = colorRef;
int c = pc.ToInt();
p1.c = c;
p2.c = c;
p3.c = c;
}
vertices[startIndex] = p1;
vertices[startIndex + 1] = p2;

View file

@ -117,9 +117,6 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// This updates this virtual the sector and neightbours if needed
public void UpdateSectorGeometry(bool includeneighbours)
{
//mxd dbg
GZBuilder.GZGeneral.Trace("UpdateSectorGeometry isupdating=" + isupdating);
if(isupdating)
return;