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Update additive colour info in GZDoom UDMF specs
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1 changed files with 8 additions and 1 deletions
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@ -200,6 +200,10 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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useowncolors_bottom = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
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uppercolor_bottom = <int>; // Material color of the top of the lower tier.
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lowercolor_bottom = <int>; // Material color of the bottom of the lower tier. (Hardware rendering only.)
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coloradd_top = <int>; // Additive material color to apply to top section of sidedef. Takes precedence over sector setting. Default is black (0x000000)
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coloradd_mid = <int>; // Additive material color to apply to middle section of sidedef. Takes precedence over sector setting. Default is black (0x000000)
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coloradd_bottom = <int>; // Additive material color to apply to bottom section of sidedef. Takes precedence over sector setting. Default is black (0x000000)
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}
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sector
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@ -272,8 +276,11 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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color_walltop = <int>; // Material color of top of sector's sidedefs. In OpenGL 2.x and the software renderer this will define the entire wall's color) Default is white (0xffffff)
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color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
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color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff)
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color_add = <int>; // Additive material color applied to all walls, flats, and sprites within the sector. Default is black (0x0)
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color_flooradd = <int>; // Additive material color applied to the sector floor. Default is black (0x000000)
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color_ceilingadd = <int>; // Additive material color applied to the sector ceiling. Default is black (0x000000)
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color_spritesadd = <int>; // Additive material color applied to sprites within the sector. Default is black (0x000000)
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color_walladd = <int>; // Additive material color applied to walls within the sector. Default is black (0x000000)
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portal_ceil_blocksound = <bool>; // ceiling portal blocks sound.
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portal_ceil_disabled = <bool>; // ceiling portal disabled.
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