Re: Colormapped sector issue
Posted: Sat Oct 03, 2020 9:38 am
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!