Radiant:
misc... * disabled depth write for qer_trans surfs and highlight (=any amount of layers is visible) * 20x faster light radii rendering * light radii are coloured and additive * anisotropic textures filtering option (def = yes)
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@@ -159,6 +159,10 @@ inline EntityClassAttributePair& EntityClass_insertAttribute( EntityClass& entit
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}
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inline void buffer_write_colour_add( char buffer[128], const Colour3& colour ){
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sprintf( buffer, "{%g %g %g}", colour[0], colour[1], colour[2] );
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}
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inline void buffer_write_colour_fill( char buffer[128], const Colour3& colour ){
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sprintf( buffer, "(%g %g %g)", colour[0], colour[1], colour[2] );
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}
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@@ -171,6 +175,18 @@ inline void buffer_write_colour_blend( char buffer[128], const Colour3& colour )
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sprintf( buffer, "[%g %g %g]", colour[0], colour[1], colour[2] );
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}
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inline Shader* colour_capture_state_add( const Colour3& colour ){
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char buffer[128];
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buffer_write_colour_add( buffer, colour );
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return GlobalShaderCache().capture( buffer );
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}
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inline void colour_release_state_add( const Colour3& colour ){
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char buffer[128];
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buffer_write_colour_add( buffer, colour );
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GlobalShaderCache().release( buffer );
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}
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inline Shader* colour_capture_state_fill( const Colour3& colour ){
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char buffer[128];
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buffer_write_colour_fill( buffer, colour );
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