mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-25 03:40:46 +00:00
b8eb530a0d
completely ignore them, either). - Separated light level fixing out of player_t's fixedcolormap parameter. Using a fixed light level (e.g. PowerTorch) will no longer wipe out colored lighting. - Moved the blending rectangle drawing into a separate discrete stage, since doing it while copying the 3D view window to the display now blends underneath the weapon instead of on top of it. - Consolidated the special colormaps into a single 2D table. - Tweaked the special colormaps slightly to make the true color results more closely match the paletted approximations. - fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the executable and into zdoom.pk3. Shaders are still precompiled so I don't need to pull in a dependancy on D3DX. - Added a few more shaders to accomodate drawing weapons with all the in-game lighting models. These are accessed with the new DrawTexture tags DTA_SpecialColormap and DTA_ColormapStyle. - Player weapon sprites are now drawn using Direct3D and receive all the benefits thereof. SVN r1858 (trunk)
10 lines
94 B
Batchfile
10 lines
94 B
Batchfile
cd sm14
|
|
call build.bat
|
|
|
|
cd ..\sm20
|
|
call build.bat
|
|
|
|
cd ..\sm30
|
|
call build.bat
|
|
|
|
cd ..
|