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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-26 22:01:45 +00:00
fixed black sectors in Visual Mode when sector brightness > 255
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parent
9c0bd91ce6
commit
3130e2047d
7 changed files with 19 additions and 22 deletions
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@ -93,11 +93,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
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if(Thing.Sector != null)
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{
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// Use sector brightness for color shading
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sectorcolor = new PixelColor(255, unchecked((byte)Thing.Sector.Brightness),
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unchecked((byte)Thing.Sector.Brightness),
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unchecked((byte)Thing.Sector.Brightness));
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byte brightness = (byte)General.Clamp(Thing.Sector.Brightness, 0, 255);
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sectorcolor = new PixelColor(255, brightness, brightness, brightness);
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}
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// Check if the texture is loaded
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sprite.LoadImage();
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isloaded = sprite.IsImageLoaded;
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@ -68,6 +68,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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WorldVertex[] verts;
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WorldVertex v;
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Sector s = base.Sector.Sector;
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byte brightness = (byte)General.Clamp(s.Brightness, 0, 255);
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// Load floor texture
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base.Texture = General.Map.Data.GetFlatImage(s.LongCeilTexture);
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@ -87,9 +88,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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for(int i = 0; i < s.Triangles.Vertices.Count; i++)
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{
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// Use sector brightness for color shading
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PixelColor pc = new PixelColor(255, unchecked((byte)s.Brightness),
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unchecked((byte)s.Brightness),
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unchecked((byte)s.Brightness));
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PixelColor pc = new PixelColor(255, brightness, brightness, brightness);
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verts[i].c = pc.ToInt();
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//verts[i].c = -1;
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@ -67,6 +67,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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{
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WorldVertex[] verts;
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Sector s = base.Sector.Sector;
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byte brightness = (byte)General.Clamp(s.Brightness, 0, 255);
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// Load floor texture
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base.Texture = General.Map.Data.GetFlatImage(s.LongFloorTexture);
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@ -86,9 +87,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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for(int i = 0; i < s.Triangles.Vertices.Count; i++)
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{
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// Use sector brightness for color shading
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PixelColor pc = new PixelColor(255, unchecked((byte)s.Brightness),
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unchecked((byte)s.Brightness),
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unchecked((byte)s.Brightness));
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PixelColor pc = new PixelColor(255, brightness, brightness, brightness);
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verts[i].c = pc.ToInt();
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//verts[i].c = -1;
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@ -65,6 +65,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup()
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{
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byte brightness = (byte)General.Clamp(Sidedef.Sector.Brightness, 0, 255);
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// Calculate size of this wall part
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float geotop = (float)Sidedef.Other.Sector.FloorHeight;
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float geobottom = (float)Sidedef.Sector.FloorHeight;
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@ -133,9 +135,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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}
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// Use sector brightness for color shading
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PixelColor pc = new PixelColor(255, unchecked((byte)Sidedef.Sector.Brightness),
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unchecked((byte)Sidedef.Sector.Brightness),
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unchecked((byte)Sidedef.Sector.Brightness));
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PixelColor pc = new PixelColor(255, brightness, brightness, brightness);
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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@ -68,6 +68,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup()
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{
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byte brightness = (byte)General.Clamp(Sidedef.Sector.Brightness, 0, 255);
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// Calculate size of this wall part
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float geotop = (float)Math.Min(Sidedef.Sector.CeilHeight, Sidedef.Other.Sector.CeilHeight);
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float geobottom = (float)Math.Max(Sidedef.Sector.FloorHeight, Sidedef.Other.Sector.FloorHeight);
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@ -143,9 +145,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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}
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// Use sector brightness for color shading
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PixelColor pc = new PixelColor(255, unchecked((byte)Sidedef.Sector.Brightness),
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unchecked((byte)Sidedef.Sector.Brightness),
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unchecked((byte)Sidedef.Sector.Brightness));
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PixelColor pc = new PixelColor(255, brightness, brightness, brightness);
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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@ -65,6 +65,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup()
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{
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byte brightness = (byte)General.Clamp(Sidedef.Sector.Brightness, 0, 255);
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// Calculate size of this wall part
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float geotop = (float)Sidedef.Sector.CeilHeight;
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float geobottom = (float)Sidedef.Sector.FloorHeight;
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@ -133,9 +135,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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}
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// Use sector brightness for color shading
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PixelColor pc = new PixelColor(255, unchecked((byte)Sidedef.Sector.Brightness),
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unchecked((byte)Sidedef.Sector.Brightness),
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unchecked((byte)Sidedef.Sector.Brightness));
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PixelColor pc = new PixelColor(255, brightness, brightness, brightness);
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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@ -65,6 +65,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup()
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{
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byte brightness = (byte)General.Clamp(Sidedef.Sector.Brightness, 0, 255);
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// Calculate size of this wall part
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float geotop = (float)Sidedef.Sector.CeilHeight;
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float geobottom = (float)Sidedef.Other.Sector.CeilHeight;
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@ -133,9 +135,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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}
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// Use sector brightness for color shading
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PixelColor pc = new PixelColor(255, unchecked((byte)Sidedef.Sector.Brightness),
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unchecked((byte)Sidedef.Sector.Brightness),
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unchecked((byte)Sidedef.Sector.Brightness));
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PixelColor pc = new PixelColor(255, brightness, brightness, brightness);
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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