mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
- we don't really need a bBrightmap in a texture. All it did was duplicate some functionality of bMasked.
- renamed bBrightmapDisablesFullbright flag.
This commit is contained in:
parent
bd811bea87
commit
3c7664a460
4 changed files with 9 additions and 11 deletions
|
@ -676,7 +676,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
|
|||
// allow disabling of the fullbright flag by a brightmap definition
|
||||
// (e.g. to do the gun flashes of Doom's zombies correctly.
|
||||
fullbright = (thing->flags5 & MF5_BRIGHT) ||
|
||||
((thing->renderflags & RF_FULLBRIGHT) && (!gltexture || !gltexture->tex->gl_info.bBrightmapDisablesFullbright));
|
||||
((thing->renderflags & RF_FULLBRIGHT) && (!gltexture || !gltexture->tex->gl_info.bDisableFullbright));
|
||||
|
||||
lightlevel=fullbright? 255 :
|
||||
gl_ClampLight(rendersector->GetTexture(sector_t::ceiling) == skyflatnum ?
|
||||
|
|
|
@ -211,7 +211,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
|
|||
{
|
||||
FMaterial * tex=FMaterial::ValidateTexture(lump, false, false);
|
||||
if (tex)
|
||||
disablefullbright = tex->tex->gl_info.bBrightmapDisablesFullbright;
|
||||
disablefullbright = tex->tex->gl_info.bDisableFullbright;
|
||||
}
|
||||
statebright[i] = !!psp->state->GetFullbright() && !disablefullbright;
|
||||
}
|
||||
|
|
|
@ -158,7 +158,7 @@ void gl_GenerateGlobalBrightmapFromColormap()
|
|||
if (cmapdata[i+j*256]!=i || (paldata[3*i]<10 && paldata[3*i+1]<10 && paldata[3*i+2]<10))
|
||||
{
|
||||
GlobalBrightmap.Remap[i]=black;
|
||||
GlobalBrightmap.Palette[i]=PalEntry(0,0,0);
|
||||
GlobalBrightmap.Palette[i] = PalEntry(255, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -232,8 +232,7 @@ FTexture::MiscGLInfo::MiscGLInfo() throw()
|
|||
bFullbright = false;
|
||||
bSkyColorDone = false;
|
||||
bBrightmapChecked = false;
|
||||
bBrightmap = false;
|
||||
bBrightmapDisablesFullbright = false;
|
||||
bDisableFullbright = false;
|
||||
bNoFilter = false;
|
||||
bNoCompress = false;
|
||||
areas = NULL;
|
||||
|
@ -594,7 +593,7 @@ bool FTexture::SmoothEdges(unsigned char * buffer,int w, int h)
|
|||
|
||||
bool FTexture::ProcessData(unsigned char * buffer, int w, int h, bool ispatch)
|
||||
{
|
||||
if (bMasked && !gl_info.bBrightmap)
|
||||
if (bMasked)
|
||||
{
|
||||
bMasked = SmoothEdges(buffer, w, h);
|
||||
if (bMasked && !ispatch) FindHoles(buffer, w, h);
|
||||
|
@ -620,7 +619,7 @@ FBrightmapTexture::FBrightmapTexture (FTexture *source)
|
|||
bNoDecals = source->bNoDecals;
|
||||
Rotations = source->Rotations;
|
||||
UseType = source->UseType;
|
||||
gl_info.bBrightmap = true;
|
||||
bMasked = false;
|
||||
id.SetInvalid();
|
||||
SourceLump = -1;
|
||||
}
|
||||
|
@ -737,10 +736,10 @@ void gl_ParseBrightmap(FScanner &sc, int deflump)
|
|||
return;
|
||||
}
|
||||
|
||||
bmtex->gl_info.bBrightmap = true;
|
||||
bmtex->bMasked = false;
|
||||
tex->gl_info.Brightmap = bmtex;
|
||||
}
|
||||
tex->gl_info.bBrightmapDisablesFullbright = disable_fullbright;
|
||||
tex->gl_info.bDisableFullbright = disable_fullbright;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -347,8 +347,7 @@ public:
|
|||
bool bSkybox:1; // This is a skybox
|
||||
bool bSkyColorDone:1; // Fill color for sky
|
||||
char bBrightmapChecked:1; // Set to 1 if brightmap has been checked
|
||||
bool bBrightmap:1; // This is a brightmap
|
||||
bool bBrightmapDisablesFullbright:1; // This disables fullbright display
|
||||
bool bDisableFullbright:1; // This texture will not be displayed as fullbright sprite
|
||||
bool bNoFilter:1;
|
||||
bool bNoCompress:1;
|
||||
|
||||
|
|
Loading…
Reference in a new issue