raze-gles/source/build/src
Christoph Oelckers 78be8f866b - always use the containing sector's fog when rendering sprites.
This is for consistency, otherwise sprites with a palette translation would stand out. Also use shade dependent fog density instead of a single global value.
Currently this only has an effect in true color rendering mode.
2020-09-20 20:39:11 +02:00
..
clip.cpp - Duke: Added a file check for the map to be entered when ending a level. 2020-09-10 21:39:52 +02:00
defs.cpp - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
engine.cpp - always use the containing sector's fog when rendering sprites. 2020-09-20 20:39:11 +02:00
engine_oldmap.h The great repository rearrangement of 2017. 2017-02-01 10:01:11 +00:00
engine_priv.h - Major cleanup of Q16.16 utilisation within games and engine. 2020-09-01 23:00:47 +10:00
mdsprite.cpp - always use the containing sector's fog when rendering sprites. 2020-09-20 20:39:11 +02:00
polymost.cpp - always use the containing sector's fog when rendering sprites. 2020-09-20 20:39:11 +02:00
voxmodel.cpp - always use the containing sector's fog when rendering sprites. 2020-09-20 20:39:11 +02:00