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- Fullbright sprites and decals now defy sector colormaps as they do in GZDoom. This is controlled by the setting "r_fullbrightignoresectorcolor".
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00b9528e5f
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6608678ad8
1 changed files with 5 additions and 3 deletions
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@ -100,6 +100,7 @@ EXTERN_CVAR (Bool, st_scale)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, r_drawfuzz)
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EXTERN_CVAR(Bool, r_deathcamera);
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CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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//
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// Sprite rotation 0 is facing the viewer,
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@ -569,7 +570,7 @@ void R_DrawWallSprite(vissprite_t *spr)
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
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R_SetColorMapLight(usecolormap, 0, 0);
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &NormalLight : usecolormap, 0, 0);
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else
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calclighting = true;
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@ -1088,7 +1089,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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vis->deltax = float(pos.X - ViewPos.X);
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vis->deltay = float(pos.Y - ViewPos.Y);
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vis->renderflags = renderflags;
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if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
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if(thing->flags5 & MF5_BRIGHT)
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vis->renderflags |= RF_FULLBRIGHT; // kg3D
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vis->Style.RenderStyle = thing->RenderStyle;
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation; // [RH] thing translation table
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@ -1164,7 +1166,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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}
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else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
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{ // full bright
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vis->Style.BaseColormap = mybasecolormap;
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vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &NormalLight : mybasecolormap;
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vis->Style.ColormapNum = 0;
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}
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else
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