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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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.. | ||
backend | ||
decorate | ||
vm | ||
zscript | ||
symbols.cpp | ||
symbols.h | ||
thingdef.cpp | ||
thingdef.h | ||
thingdef_data.cpp | ||
thingdef_properties.cpp | ||
types.cpp | ||
types.h | ||
vmiterators.cpp | ||
vmthunks.cpp | ||
vmthunks_actors.cpp |