mirror of
https://github.com/ZDoom/Raze.git
synced 2025-06-04 03:00:58 +00:00
- tweaked the fade ramp a bit.
For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that. Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
This commit is contained in:
parent
9437387b4a
commit
85d377647a
8 changed files with 37 additions and 14 deletions
|
@ -354,6 +354,8 @@ static void sighandler(int signum)
|
|||
|
||||
#ifdef _WIN32
|
||||
|
||||
FString currentGame; // Currently there is no global state for the current game. This is a temporary workaround because the video init code needs to do a few things based on the active game.
|
||||
|
||||
namespace Duke
|
||||
{
|
||||
extern GameInterface Interface;
|
||||
|
@ -376,6 +378,7 @@ GameInterface *CheckFrontend()
|
|||
FILE* f = fopen("blood.rff", "rb");
|
||||
if (f)
|
||||
{
|
||||
currentGame = "Blood";
|
||||
fclose(f);
|
||||
return &Blood::Interface;
|
||||
}
|
||||
|
@ -384,13 +387,26 @@ GameInterface *CheckFrontend()
|
|||
f = fopen("redneck.grp", "rb");
|
||||
if (f)
|
||||
{
|
||||
currentGame = "Redneck"; // RRRA is not separately covered
|
||||
fclose(f);
|
||||
return &Redneck::Interface;
|
||||
}
|
||||
else
|
||||
{
|
||||
f = fopen("sw.grp", "rb");
|
||||
if (f) return &ShadowWarrior::Interface;
|
||||
if (f)
|
||||
{
|
||||
currentGame = "ShadowWarrior";
|
||||
fclose(f);
|
||||
return &ShadowWarrior::Interface;
|
||||
}
|
||||
f = fopen("fury.grp", "rb");
|
||||
if (f)
|
||||
{
|
||||
currentGame = "Fury";
|
||||
fclose(f);
|
||||
}
|
||||
else currentGame = "Duke"; // also covers Nam and WW2GI.
|
||||
return &Duke::Interface;
|
||||
}
|
||||
}
|
||||
|
@ -1341,11 +1357,12 @@ void sdlayer_setvideomode_opengl(void)
|
|||
GLInterface.Deinit();
|
||||
GLInterface.Init();
|
||||
GLInterface.InitGLState(4, glmultisample);
|
||||
#if 1
|
||||
GLInterface.mSamplers->SetTextureFilterMode(0, 1);
|
||||
#else
|
||||
// I have no idea how to get this info from the lookup tables. Fortunately it is consistent per game.
|
||||
if (!currentGame.Compare("Blood")) GLInterface.SetShadeDiv(62);
|
||||
else if (!currentGame.Compare("Fury")) GLInterface.SetShadeDiv(30);
|
||||
else GLInterface.SetShadeDiv(26);
|
||||
|
||||
GLInterface.mSamplers->SetTextureFilterMode(gltexfiltermode, glanisotropy);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue