tr_shader: colormap stage with 2D image bit is generic2D#1208
tr_shader: colormap stage with 2D image bit is generic2D#1208
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We can skip the render-time test for them. Also make a variable local to the block using it.
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Why 0.55? |
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Because Providing |
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Is that really a good way to decide whether we are doing 2d rendering? What if the same image were used for both something in the UI and something in the map and it got registered with the 2D flag. The |
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That's something that crossed my mind, but images with Those images are usually using 2D-specific options like disabling mipmapping and preventing the downscale of them like with Also those images using the Those 2D images may still be usable by the engine anyway, like on a model, or in a particle system. For example I know some maps have implemented fireworks using a granger emoticon as particle. As far as I know we don't set If one day we implement UI on some 3D surfaces (like some DOOM3 in-game screens), we would either duplicate the shader, either remove the The purpose of the Edit: And we may even rename |
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Fine, you can say the use cases for that are doing it wrong, but the benefits from this seem microscopically small. So I disapprove of the proposed change. |
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I suppose this isn't really relevant anymore, since |
Color map stage with 2D image bit is generic2D.
We can skip the render-time test for them.
Also make a variable local to the block using it.