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