- do not force the tile shades mode for now without re_adding the removed variable.

Much of this needs to be abstracted out but until that part is done this still needs to work properly.
This commit is contained in:
Christoph Oelckers 2019-09-19 11:02:05 +02:00
parent a5965e2562
commit 8f6f979fa5
2 changed files with 3 additions and 1 deletions

View file

@ -714,6 +714,7 @@ void polymost_glinit()
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
//glEnable(GL_LINE_SMOOTH);
globalflags |= GLOBAL_NO_GL_TILESHADES; // This re-enables the old fading logic without re-adding the r_usetileshades variable. The entire thing will have to be done on a more abstract level anyway.
GLInterface.Init();
GLInterface.mSamplers->SetTextureFilterMode(gltexfiltermode, glanisotropy);
@ -5295,7 +5296,7 @@ void polymost_drawrooms()
videoEndDrawing();
}
void polymost_drawmaskwall(int32_t damaskwallcnt)
void (int32_t damaskwallcnt)
{
int const z = maskwall[damaskwallcnt];
uwalltype const * const wal = (uwalltype *)&wall[thewall[z]], *wal2 = (uwalltype *)&wall[wal->point2];

View file

@ -556,6 +556,7 @@ static MenuEntry_t ME_DISPLAYSETUP_FOV = MAKE_MENUENTRY( "FOV:", &MF_Redfont, &M
#ifdef USE_OPENGL
# if !(defined EDUKE32_STANDALONE) || defined POLYMER
#define TEXFILTER_MENU_OPTIONS
//POGOTODO: allow filtering again in standalone once indexed colour textures support filtering
#ifdef TEXFILTER_MENU_OPTIONS
static char const *MEOSN_DISPLAYSETUP_TEXFILTER[] = { "Classic", "Filtered" };