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- update to ZDoom r3205:
Fixed: The sign in Eternall.wad, map25 on line 2236 rendered at the wrong height because Doom ignored the Y locations of patches drawn on two-sided midtextures and always drew them at the top of the texture. Added a compatibility flag. Added FDARI's ACS savestring submission. Added optional fullthrustdistance to A_RadiusThrust to specify the distance at which thrust starts diminishing. Added r_shadercolormaps cvar. Set it to false to disable shaders for fixed colormap effects (e.g. invulnerability). This should only be necessary for SM1.4 cards with buggy drivers. I doubt the problem is very widespread. The one piece of SM1.4 hardware I obtained specifically for testing purposes has no problems using shaders for these effects. Added Gez's A_WolfAttack submission. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1213 b0f79afe-0144-0410-b225-9a4edf0717df
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20 changed files with 277 additions and 20 deletions
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@ -117,6 +117,7 @@ CVAR (String, r_viewsize, "", CVAR_NOSET)
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CVAR (Int, r_polymost, 0, 0)
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CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
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CVAR (Int, r_clearbuffer, 0, 0)
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CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
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fixed_t r_BaseVisibility;
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fixed_t r_WallVisibility;
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@ -1264,7 +1265,7 @@ void R_SetupFrame (AActor *actor)
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if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
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{
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realfixedcolormap = &SpecialColormaps[player->fixedcolormap];
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if (RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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if (RenderTarget == screen && (DFrameBuffer *)screen->Accel2D && r_shadercolormaps)
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{
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// Render everything fullbright. The copy to video memory will
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// apply the special colormap, so it won't be restricted to the
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@ -1657,6 +1658,13 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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WallMirrors.Clear ();
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interpolator.RestoreInterpolations ();
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R_SetupBuffer ();
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// If we don't want shadered colormaps, NULL it now so that the
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// copy to the screen does not use a special colormap shader.
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if (!r_shadercolormaps)
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{
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realfixedcolormap = NULL;
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}
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}
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//==========================================================================
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