Extra texture channel input for Mist effect; "Global". This feeds the

global coordinate (from faces) to the sky texture color calculus, this to
make textured mist a bit less transparent (was only view coordinate).
This commit is contained in:
2005-12-01 22:16:07 +00:00
parent b99e1f6b3c
commit d1c5950121
11 changed files with 72 additions and 48 deletions

View File

@@ -68,12 +68,11 @@ enum RE_SkyAlphaBlendingType getSkyBlendingMode(void);
/**
* Render the sky at pixel (x, y).
*/
void renderSkyPixelFloat(RE_COLBUFTYPE *collector, float x, float y);
void renderSkyPixelFloat(RE_COLBUFTYPE *collector, float x, float y, float *rco);
void shadeSkyPixel(RE_COLBUFTYPE *collector, float fx, float fy, float *rco);
void shadeSkyPixelFloat(float *colf, float *rco, float *view, float *dxyview);
/* used by shadeSkyPixel: */
void shadeSkyPixelFloat(float *colf, float *view, float *dxyview);
void renderSpotHaloPixel(float x, float y, float *target);
void shadeSkyPixel(RE_COLBUFTYPE *collector, float fx, float fy);
void fillBackgroundImage(RE_COLBUFTYPE *collector, float x, float y);
void fillBackgroundImageChar(char *col, float x, float y);