NSRenderableEntity: add render FX Q2PULSE. Which emulates the pulsing, fullbright
rendering of items/pickups in Quake II
This commit is contained in:
parent
460eec7f76
commit
7f85a6f924
2 changed files with 12 additions and 2 deletions
|
@ -50,7 +50,8 @@ enum
|
|||
RFX_DISTORT = 15,
|
||||
RFX_HOLOGRAM = 16,
|
||||
RFX_GLOWSHELL = 19,
|
||||
RFX_GLOWSHELL2 = 20
|
||||
RFX_GLOWSHELL2 = 20,
|
||||
RFX_Q2PULSE = 21
|
||||
};
|
||||
#endif
|
||||
|
||||
|
|
|
@ -494,6 +494,15 @@ NSRenderableEntity::RenderFXPass(void)
|
|||
alpha = 1.0f;
|
||||
effects = 0;
|
||||
break;
|
||||
case RFX_Q2PULSE:
|
||||
drawflags = 6;
|
||||
abslight = ((sin(time * 4) + (M_PI/2)) * 128);
|
||||
forceshader = 0;
|
||||
fatness = 0;
|
||||
colormod = [1,1,1];
|
||||
alpha = 1.0f;
|
||||
effects = 0;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
@ -964,4 +973,4 @@ NSRenderableEntity_ReadEntity(bool new)
|
|||
|
||||
//print(sprintf("rendent ent update: %d %x %d %v\n", self.entnum, fl, self.origin, vlen(self.velocity)));
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue