[FIXED] Colormapped sector issue

Bugs that have been fixed, including bugs reported here.
Links are provided here for bugs reported at both Sourceforge sites and Github:
https://sourceforge.net/p/edge2/bugs/
https://sourceforge.net/p/edge/bugs/
https://github.com/3dfxdev/EDGE/issues? ... s%3Aclosed
User avatar
Corbachu
Site Admin
Posts: 778
Joined: Fri Jun 08, 2012 11:22 am
Gender:
Contact:

Re: Colormapped sector issue

Post by Corbachu »

Okay I think I know what happened - we have three separate shader systems. One is the legacy dynamic light/image/color blends, one is the system from an older version of GZDoom, and the third is the Normal/Specular dynamic light/image/color system. There was something that I had requested long ago for a Solo project that IIRC had something to do with the shader/sector/light values (remember, the GL3 path is not a separated system but a...conjoined...dynamic pathway of variables. I’ll see what I can do later!
\(סּںסּَ` )/ۜ

User avatar
Corbachu
Site Admin
Posts: 778
Joined: Fri Jun 08, 2012 11:22 am
Gender:
Contact:

Re: [FIXED] Colormapped sector issue

Post by Corbachu »

Fixed@4f6e8af.
\(סּںסּَ` )/ۜ

User avatar
Lobo
Posts: 97
Joined: Sat Aug 08, 2020 2:24 am
Contact:

Re: [FIXED] Colormapped sector issue

Post by Lobo »

Confirmed in EDGE (x64) 2.1.0pre-110-g1580465d6.
Now it's REALLY fixed ;)