Page 1 of 1

Glowing flats and brightmaps - disablefullbright?

Posted: Fri Jul 17, 2009 21:51
by Enjay
I am just wondering if this is possible because it doesn't seem to be. What I want to do is define a glowing flat and set it to be full bright but also define a brightmap for the flat. The brightmap would have the "disablefullbright" word in it.

Why should I want to do such a thing? To allow the flats to work for different end user setups. eg, one user may have glowing flats switched on but not brightmaps. Such a person would get the fullbright flat. However, another person might have both glowing flats and brightmaps. For them, I would rather disable the fullbright effect and have the brightmap applied instead.

Here is my test code:

Code: Select all

Glow 
{ 
   Texture LAVA1, FF5900, 64, fullbright
}

Code: Select all

brightmap sprite LAVA1
{
	map "bm/LAVA1.png"
	disablefullbright
}

I have tried loading them in different orders to see if that makes a difference - it didn't.

Individually they work. The glow looks nice on its own and the brightmap works nicely too. however, to get the two working together, I have to remove the "fullbright" instruction from the gldefs file and I'd rather not do that if I don't have to.

Re: Glowing flats and brightmaps - disablefullbright?

Posted: Fri Jul 17, 2009 22:46
by Graf Zahl
Sorry, won't happen. Since I am already transitioning to a new shader-only renderer these options won't be available there. Glows and brightmaps will always be on.

Once that is done I'll most likely remove any shader support from the old renderer and with that all the shader options.

Re: Glowing flats and brightmaps - disablefullbright?

Posted: Sat Jul 18, 2009 0:28
by Enjay
Fair enough. I was forgetting that the days of shader options are numbered. ;)