mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- sky clamping may only be done in Blood for now.
This needs a better solution.
This commit is contained in:
parent
5fa879d5d1
commit
6f4ca480b5
6 changed files with 10 additions and 22 deletions
|
@ -32,13 +32,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||||
BEGIN_BLD_NS
|
BEGIN_BLD_NS
|
||||||
|
|
||||||
extern int g_useCwd;
|
extern int g_useCwd;
|
||||||
#ifndef APPNAME
|
|
||||||
#define APPNAME "NBlood"
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifndef APPBASENAME
|
|
||||||
#define APPBASENAME "nblood"
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#define BLOODWIDESCREENDEF "blood_widescreen.def"
|
#define BLOODWIDESCREENDEF "blood_widescreen.def"
|
||||||
|
|
||||||
|
|
|
@ -2048,6 +2048,7 @@ static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, i
|
||||||
int y = ((int32_t)(((x0-ghalfx)*o.y)+fglobalang)>>(11-dapskybits));
|
int y = ((int32_t)(((x0-ghalfx)*o.y)+fglobalang)>>(11-dapskybits));
|
||||||
float fx = x0;
|
float fx = x0;
|
||||||
|
|
||||||
|
if (playing_blood) method |= DAMETH_CLAMPED; // Hack to make Blood's skies show properly.
|
||||||
do
|
do
|
||||||
{
|
{
|
||||||
globalpicnum = dapskyoff[y&((1<<dapskybits)-1)]+ti;
|
globalpicnum = dapskyoff[y&((1<<dapskybits)-1)]+ti;
|
||||||
|
|
|
@ -156,7 +156,7 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
|
||||||
auto mtex = LoadTexture(tex, TextureType, lookuppal);
|
auto mtex = LoadTexture(tex, TextureType, lookuppal);
|
||||||
if (mtex)
|
if (mtex)
|
||||||
{
|
{
|
||||||
auto sampler = method & DAMETH_SKY? SamplerClampXY : (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
|
auto sampler = (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
|
||||||
if (TextureType == TT_INDEXED) sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat;
|
if (TextureType == TT_INDEXED) sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat;
|
||||||
|
|
||||||
BindTexture(0, mtex, sampler);
|
BindTexture(0, mtex, sampler);
|
||||||
|
|
|
@ -29,3 +29,11 @@
|
||||||
#define END_SW_NS
|
#define END_SW_NS
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#ifndef APPNAME
|
||||||
|
#define APPNAME "Demolition"
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef APPBASENAME
|
||||||
|
#define APPBASENAME "demolition"
|
||||||
|
#endif
|
||||||
|
|
|
@ -17,13 +17,6 @@ BEGIN_DUKE_NS
|
||||||
|
|
||||||
extern int g_useCwd;
|
extern int g_useCwd;
|
||||||
|
|
||||||
#ifndef APPNAME
|
|
||||||
#define APPNAME "EDuke32"
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifndef APPBASENAME
|
|
||||||
#define APPBASENAME "eduke32"
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#define GAMEFLAG_DUKE 0x00000001
|
#define GAMEFLAG_DUKE 0x00000001
|
||||||
#define GAMEFLAG_NAM 0x00000002
|
#define GAMEFLAG_NAM 0x00000002
|
||||||
|
|
|
@ -15,13 +15,6 @@ BEGIN_RR_NS
|
||||||
|
|
||||||
extern int g_useCwd;
|
extern int g_useCwd;
|
||||||
|
|
||||||
#ifndef APPNAME
|
|
||||||
#define APPNAME "Rednukem"
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifndef APPBASENAME
|
|
||||||
#define APPBASENAME "rednukem"
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#define GAMEFLAG_DUKE 0x00000001
|
#define GAMEFLAG_DUKE 0x00000001
|
||||||
#define GAMEFLAG_NAM 0x00000002
|
#define GAMEFLAG_NAM 0x00000002
|
||||||
|
|
Loading…
Reference in a new issue