This included half the game state and lots of unneeded parts of the software renderer.
The two modules that are shared between softpoly and the classic software renderer have been moved to a neutral place.
* refactored FBoundingBox so that the game dependent members are global functions now.
* changed some methods of the model renderer to take a render style parameter instead of a full actor.
It can now be used from UDMF and ZScript.
To avoid clutter it doesn't allow setting the values individually but requires definition of a data record in TEXTURES.
colorization
{
DesaturationFactor <float>
Invert
AddColor <color>
ModulateColor <color>
BlendColor <color>, <mode> [, <alpha>]
}
Mode for BlendColor can be Alpha (normal translucent blending), as well as 3 special values taken from Build engine games: Screen, Overlay and HardLight.
- profiling shows that running the code for applying the colorization and the gradients is extremely expensive, apparently this always causes a cache miss, so now the entire thing is enabled by a sidedef flag.
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.