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9b9fd35107
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. |
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.. | ||
compatibility.cpp | ||
edata.cpp | ||
glnodes.cpp | ||
maploader.cpp | ||
maploader.h | ||
polyobjects.cpp | ||
postprocessor.cpp | ||
renderinfo.cpp | ||
slopes.cpp | ||
specials.cpp | ||
strifedialogue.cpp | ||
udmf.cpp | ||
udmf.h | ||
usdf.cpp |