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* Colors can npw be defined per sidedef, not only per sector. * Gradients can be selectively disabled or vertically flipped per wall tier. * Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts. The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently. # Conflicts: # src/hwrenderer/scene/hw_renderstate.h # src/hwrenderer/scene/hw_walls.cpp # Conflicts: # src/gl/scene/gl_walls_draw.cpp |
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