- Update to ZD00m r1869:

* ported recent colormap changes to GL renderer

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@472 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2009-09-22 12:51:23 +00:00
parent 139baf158e
commit 1732827ed1
30 changed files with 224 additions and 140 deletions

View file

@ -142,6 +142,7 @@ int validcount = 1; // increment every time a check is made
FDynamicColormap*basecolormap; // [RH] colormap currently drawing with
int fixedlightlev;
lighttable_t *fixedcolormap;
FSpecialColormap *realfixedcolormap;
float WallTMapScale;
float WallTMapScale2;
@ -1207,6 +1208,7 @@ void R_SetupFrame (AActor *actor)
}
}
realfixedcolormap = NULL;
fixedcolormap = NULL;
fixedlightlev = -1;
@ -1214,7 +1216,18 @@ void R_SetupFrame (AActor *actor)
{
if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
{
fixedcolormap = SpecialColormaps[player->fixedcolormap].Colormap;
realfixedcolormap = &SpecialColormaps[player->fixedcolormap];
if (RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
{
// Render everything fullbright. The copy to video memory will
// apply the special colormap, so it won't be restricted to the
// palette.
fixedcolormap = realcolormaps;
}
else
{
fixedcolormap = SpecialColormaps[player->fixedcolormap].Colormap;
}
}
else if (player->fixedlightlevel >= 0 && player->fixedlightlevel < NUMCOLORMAPS)
{