-
Notifications
You must be signed in to change notification settings - Fork 37
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
additive translucency for fullbright sprites #1974
base: master
Are you sure you want to change the base?
Conversation
I think we should only use additive translucency for fireballs/plasma and similar things, so maybe we should add another flag? |
This is what this PR does. The new additive translucency is only applied to fullbright sprites.
Is this a new dehacked field? The new functions add a lot of complexity and don't fit well with our streamlined column drawer function factory. Also, the ability to choose different translucency tables at runtime was already there (e.g. for different wall and sprite translucency tables) so it was straightforward to just add another table. |
What if there is a custom translucent enemy mobj, will it be drawn with additive translucency in fullbright states?
Maybe this "factory" is a bad idea. I can expand these macros. |
Yes, erm...
Okay. |
Eternity adds a custom preset that is a combination of additive and boom translucency. So Imp's fireballs and plasma are drawn with additive translucency, which looks better. I think this is what DW users want.
Should I do it in this PR? |
Sure, if you like. I consider my approach rejected by then. 😄 |
Fixes #1968