mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 00:21:34 +00:00
- synced texture sampler setup fixes from Raze.
This commit is contained in:
parent
83153efcad
commit
8480a390a1
2 changed files with 9 additions and 8 deletions
|
@ -166,9 +166,9 @@ static bool S_StartMusicPlaying(ZMusic_MusicStream song, bool loop, float rel_vo
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
// S_PauseSound
|
// S_PauseMusic
|
||||||
//
|
//
|
||||||
// Stop music and sound effects, during game PAUSE.
|
// Stop music, during game PAUSE.
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
void S_PauseMusic ()
|
void S_PauseMusic ()
|
||||||
|
@ -183,9 +183,9 @@ void S_PauseMusic ()
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
// S_ResumeSound
|
// S_ResumeMusic
|
||||||
//
|
//
|
||||||
// Resume music and sound effects, after game PAUSE.
|
// Resume music, after game PAUSE.
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
void S_ResumeMusic ()
|
void S_ResumeMusic ()
|
||||||
|
|
|
@ -40,7 +40,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
|
||||||
mShaderIndex = SHADER_Default;
|
mShaderIndex = SHADER_Default;
|
||||||
sourcetex = tx;
|
sourcetex = tx;
|
||||||
auto imgtex = tx->GetTexture();
|
auto imgtex = tx->GetTexture();
|
||||||
mTextureLayers.Push({ imgtex, scaleflags });
|
mTextureLayers.Push({ imgtex, scaleflags, -1 });
|
||||||
|
|
||||||
if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
|
if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
|
||||||
{
|
{
|
||||||
|
@ -52,7 +52,8 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
|
||||||
{
|
{
|
||||||
mShaderIndex = tx->GetShaderIndex();
|
mShaderIndex = tx->GetShaderIndex();
|
||||||
}
|
}
|
||||||
// no brightmap for cameratexture
|
mTextureLayers.Last().clampflags = CLAMP_CAMTEX;
|
||||||
|
// no additional layers for cameratexture
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -65,7 +66,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
|
||||||
{
|
{
|
||||||
for (auto &texture : { tx->Normal.get(), tx->Specular.get() })
|
for (auto &texture : { tx->Normal.get(), tx->Specular.get() })
|
||||||
{
|
{
|
||||||
mTextureLayers.Push({ texture, 0 });
|
mTextureLayers.Push({ texture, 0, -1 });
|
||||||
}
|
}
|
||||||
mShaderIndex = SHADER_Specular;
|
mShaderIndex = SHADER_Specular;
|
||||||
}
|
}
|
||||||
|
@ -73,7 +74,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
|
||||||
{
|
{
|
||||||
for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
|
for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
|
||||||
{
|
{
|
||||||
mTextureLayers.Push({ texture, 0 });
|
mTextureLayers.Push({ texture, 0, -1 });
|
||||||
}
|
}
|
||||||
mShaderIndex = SHADER_PBR;
|
mShaderIndex = SHADER_PBR;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue