- sky clamping may only be done in Blood for now.

This needs a better solution.
This commit is contained in:
Christoph Oelckers 2019-10-19 20:25:58 +02:00
parent 5fa879d5d1
commit 6f4ca480b5
6 changed files with 10 additions and 22 deletions

View file

@ -32,13 +32,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_BLD_NS
extern int g_useCwd;
#ifndef APPNAME
#define APPNAME "NBlood"
#endif
#ifndef APPBASENAME
#define APPBASENAME "nblood"
#endif
#define BLOODWIDESCREENDEF "blood_widescreen.def"

View file

@ -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));
float fx = x0;
if (playing_blood) method |= DAMETH_CLAMPED; // Hack to make Blood's skies show properly.
do
{
globalpicnum = dapskyoff[y&((1<<dapskybits)-1)]+ti;

View file

@ -156,7 +156,7 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
auto mtex = LoadTexture(tex, TextureType, lookuppal);
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;
BindTexture(0, mtex, sampler);

View file

@ -29,3 +29,11 @@
#define END_SW_NS
#endif
#ifndef APPNAME
#define APPNAME "Demolition"
#endif
#ifndef APPBASENAME
#define APPBASENAME "demolition"
#endif

View file

@ -17,13 +17,6 @@ BEGIN_DUKE_NS
extern int g_useCwd;
#ifndef APPNAME
#define APPNAME "EDuke32"
#endif
#ifndef APPBASENAME
#define APPBASENAME "eduke32"
#endif
#define GAMEFLAG_DUKE 0x00000001
#define GAMEFLAG_NAM 0x00000002

View file

@ -15,13 +15,6 @@ BEGIN_RR_NS
extern int g_useCwd;
#ifndef APPNAME
#define APPNAME "Rednukem"
#endif
#ifndef APPBASENAME
#define APPBASENAME "rednukem"
#endif
#define GAMEFLAG_DUKE 0x00000001
#define GAMEFLAG_NAM 0x00000002