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synced 2024-12-01 08:31:45 +00:00
- synced texture sampler setup fixes from Raze.
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83153efcad
commit
8480a390a1
2 changed files with 9 additions and 8 deletions
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@ -166,9 +166,9 @@ static bool S_StartMusicPlaying(ZMusic_MusicStream song, bool loop, float rel_vo
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//==========================================================================
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//
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// S_PauseSound
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// S_PauseMusic
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//
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// Stop music and sound effects, during game PAUSE.
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// Stop music, during game PAUSE.
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//==========================================================================
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void S_PauseMusic ()
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@ -183,9 +183,9 @@ void S_PauseMusic ()
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//==========================================================================
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//
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// S_ResumeSound
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// S_ResumeMusic
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//
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// Resume music and sound effects, after game PAUSE.
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// Resume music, after game PAUSE.
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//==========================================================================
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void S_ResumeMusic ()
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@ -40,7 +40,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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mShaderIndex = SHADER_Default;
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sourcetex = tx;
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auto imgtex = tx->GetTexture();
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mTextureLayers.Push({ imgtex, scaleflags });
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mTextureLayers.Push({ imgtex, scaleflags, -1 });
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if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
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{
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@ -52,7 +52,8 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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{
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mShaderIndex = tx->GetShaderIndex();
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}
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// no brightmap for cameratexture
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mTextureLayers.Last().clampflags = CLAMP_CAMTEX;
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// no additional layers for cameratexture
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}
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else
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{
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@ -65,7 +66,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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{
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for (auto &texture : { tx->Normal.get(), tx->Specular.get() })
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{
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mTextureLayers.Push({ texture, 0 });
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mTextureLayers.Push({ texture, 0, -1 });
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}
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mShaderIndex = SHADER_Specular;
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}
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@ -73,7 +74,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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{
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for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
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{
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mTextureLayers.Push({ texture, 0 });
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mTextureLayers.Push({ texture, 0, -1 });
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}
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mShaderIndex = SHADER_PBR;
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}
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