[FIXED] Colormapped sector issue
Re: Colormapped sector issue
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` )/ۜ
Re: [FIXED] Colormapped sector issue
Confirmed in EDGE (x64) 2.1.0pre-110-g1580465d6.
Now it's REALLY fixed
Now it's REALLY fixed