- synced texture sampler setup fixes from Raze.

This commit is contained in:
Christoph Oelckers 2020-06-02 11:45:34 +02:00
parent 83153efcad
commit 8480a390a1
2 changed files with 9 additions and 8 deletions

View file

@ -166,9 +166,9 @@ static bool S_StartMusicPlaying(ZMusic_MusicStream song, bool loop, float rel_vo
//========================================================================== //==========================================================================
// //
// S_PauseSound // S_PauseMusic
// //
// Stop music and sound effects, during game PAUSE. // Stop music, during game PAUSE.
//========================================================================== //==========================================================================
void S_PauseMusic () void S_PauseMusic ()
@ -183,9 +183,9 @@ void S_PauseMusic ()
//========================================================================== //==========================================================================
// //
// S_ResumeSound // S_ResumeMusic
// //
// Resume music and sound effects, after game PAUSE. // Resume music, after game PAUSE.
//========================================================================== //==========================================================================
void S_ResumeMusic () void S_ResumeMusic ()

View file

@ -40,7 +40,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
mShaderIndex = SHADER_Default; mShaderIndex = SHADER_Default;
sourcetex = tx; sourcetex = tx;
auto imgtex = tx->GetTexture(); auto imgtex = tx->GetTexture();
mTextureLayers.Push({ imgtex, scaleflags }); mTextureLayers.Push({ imgtex, scaleflags, -1 });
if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0) if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
{ {
@ -52,7 +52,8 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
{ {
mShaderIndex = tx->GetShaderIndex(); mShaderIndex = tx->GetShaderIndex();
} }
// no brightmap for cameratexture mTextureLayers.Last().clampflags = CLAMP_CAMTEX;
// no additional layers for cameratexture
} }
else else
{ {
@ -65,7 +66,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
{ {
for (auto &texture : { tx->Normal.get(), tx->Specular.get() }) for (auto &texture : { tx->Normal.get(), tx->Specular.get() })
{ {
mTextureLayers.Push({ texture, 0 }); mTextureLayers.Push({ texture, 0, -1 });
} }
mShaderIndex = SHADER_Specular; mShaderIndex = SHADER_Specular;
} }
@ -73,7 +74,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
{ {
for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() }) for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
{ {
mTextureLayers.Push({ texture, 0 }); mTextureLayers.Push({ texture, 0, -1 });
} }
mShaderIndex = SHADER_PBR; mShaderIndex = SHADER_PBR;
} }