mirror of
https://github.com/ZDoom/Raze.git
synced 2025-05-30 08:51:08 +00:00
- hictinting cleanup.
This needs to be moved into the backend, and partially into the shader. So far this only removes the code from the main rendering logic, the final implementation is not done yet. It had to go because it required the main rendering code to look deep into the texture data which would be a major blocker for refactoring.
This commit is contained in:
parent
304a906aa7
commit
bef8c9ae76
14 changed files with 122 additions and 216 deletions
|
@ -1088,7 +1088,9 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
|
|||
float pc[4];
|
||||
|
||||
pc[0] = pc[1] = pc[2] = ((float)numshades - min(max((globalshade * shadescale) + m->shadeoff, 0.f), (float)numshades)) / (float)numshades;
|
||||
hictinting_apply(pc, globalpal);
|
||||
|
||||
auto& h = hictinting[globalpal];
|
||||
GLInterface.SetTinting(h.f, PalEntry(h.sr, h.sg, h.sb), PalEntry(h.r, h.g, h.b));
|
||||
|
||||
if (!shadowHack)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue