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Implement the todo that someone left in the source code
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parent
906c944895
commit
e154ff888d
2 changed files with 8 additions and 10 deletions
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@ -216,21 +216,20 @@ namespace swrenderer
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if (vis->RenderStyle.Flags & STYLEF_InvertSource)
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invertcolormap = !invertcolormap;
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FDynamicColormap *mybasecolormap = basecolormap;
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if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
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{
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// Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector.
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basecolormap = thing->Sector->ColorMap;
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}
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && basecolormap->Fade != 0)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
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basecolormap = GetSpecialLights(basecolormap->Color, 0, basecolormap->Desaturate);
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}
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bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, mybasecolormap, fullbright, invertcolormap, fadeToBlack);
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vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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VisibleSpriteList::Instance()->Push(vis);
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}
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@ -166,22 +166,21 @@ namespace swrenderer
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invertcolormap = !invertcolormap;
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}
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FDynamicColormap *mybasecolormap = basecolormap;
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if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
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{
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// Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector.
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basecolormap = thing->Sector->ColorMap;
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}
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// Sprites that are added to the scene must fade to black.
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && basecolormap->Fade != 0)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
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basecolormap = GetSpecialLights(basecolormap->Color, 0, basecolormap->Desaturate);
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}
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bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, mybasecolormap, fullbright, invertcolormap, fadeToBlack);
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vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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VisibleSpriteList::Instance()->Push(vis);
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RenderTranslucentPass::DrewAVoxel = true;
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