In camera viewscreen tiles, also draw upper and lower TROR levels. Works

in any renderer because it's drawn with the software one...
Also add a hack to make Polymer realize that viewscreen tiles can change
each tic so that they don't show a static image anymore.

git-svn-id: https://svn.eduke32.com/eduke32@2021 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2011-09-15 17:03:08 +00:00
parent 96283fdf5e
commit 25d64ceaca
2 changed files with 9 additions and 0 deletions

View File

@ -560,7 +560,11 @@ void G_SetupCamTile(int32_t i,int32_t wn)
//if (waloff[wn] == 0) loadtile(wn);
setviewtotile(wn,tilesizy[wn],tilesizx[wn]);
yax_preparedrawrooms();
drawrooms(SX,SY,SZ,SA,100+sprite[i].shade,SECT);
// g_yax_smoothratio?
yax_drawrooms(G_AnalyzeSprites, 100+sprite[i].shade, SECT);
display_mirror = 1;
G_DoSpriteAnimations(SX,SY,SA,65536L);
display_mirror = 0;

View File

@ -383,6 +383,11 @@ void G_AnimateCamSprite(void)
allocatepermanenttile(TILE_VIEWSCR,tilesizx[PN],tilesizy[PN]);
else walock[TILE_VIEWSCR] = 255;
G_SetupCamTile(OW,/*PN*/TILE_VIEWSCR);
#ifdef POLYMER
// HACK: force texture update on viewscreen sprite in Polymer!
if (rendmode==4)
sprite[i].filler ^= (1<<1);
#endif
}
}
else T1++;