by Deybar_TECH » Tue Aug 20, 2019 4:58 pm
Sorry but it would not be a better idea to adapt the controls and options of (MODELDEF) directly to the properties of the (Actor)?
Code: Select all
// these flags are for filtering actor visibility based on certain conditions of the renderer's feature support.
// currently, no renderer supports every single one of these features.
enum ActorRenderFeatureFlag
{
RFF_FLATSPRITES = 1<<0, // flat sprites
/////>>>>>RFF_MODELS = 1<<1, // 3d models
RFF_SLOPE3DFLOORS = 1<<2, // sloped 3d floor support
RFF_TILTPITCH = 1<<3, // full free-look
RFF_ROLLSPRITES = 1<<4, // roll sprites
RFF_UNCLIPPEDTEX = 1<<5, // midtex and sprite can render "into" flats and walls
RFF_MATSHADER = 1<<6, // material shaders
RFF_POSTSHADER = 1<<7, // post-process shaders (renderbuffers)
RFF_BRIGHTMAP = 1<<8, // brightmaps
RFF_COLORMAP = 1<<9, // custom colormaps (incl. ability to fullbright certain ranges, ala Strife)
RFF_POLYGONAL = 1<<10, // uses polygons instead of wallscans/visplanes (i.e. softpoly and hardware opengl)
RFF_TRUECOLOR = 1<<11, // renderer is currently truecolor
RFF_VOXELS = 1<<12, // renderer is capable of voxels
};
Since there is a constant parameter within the GZDoom itself called (RFF_MODELS) and only a flag like this should be added or simply use this same flag on the objects so that their (sprites / frames) disappear and the Modeldef properties can be used. And so, add a (ModelStyle {<model index = 0> <model Style = MShaded>}) and that can be modified later in gameplay with a (A_SetModel-Style, Alpha, Scale, Frame, Angles, Offset, Flag {< model index> <effect>}) with this. I assure that more people will start using more 3D models instead of (sprites).
Sorry but it would not be a better idea to adapt the controls and options of (MODELDEF) directly to the properties of the (Actor)?
[code]
// these flags are for filtering actor visibility based on certain conditions of the renderer's feature support.
// currently, no renderer supports every single one of these features.
enum ActorRenderFeatureFlag
{
RFF_FLATSPRITES = 1<<0, // flat sprites
/////>>>>>RFF_MODELS = 1<<1, // 3d models
RFF_SLOPE3DFLOORS = 1<<2, // sloped 3d floor support
RFF_TILTPITCH = 1<<3, // full free-look
RFF_ROLLSPRITES = 1<<4, // roll sprites
RFF_UNCLIPPEDTEX = 1<<5, // midtex and sprite can render "into" flats and walls
RFF_MATSHADER = 1<<6, // material shaders
RFF_POSTSHADER = 1<<7, // post-process shaders (renderbuffers)
RFF_BRIGHTMAP = 1<<8, // brightmaps
RFF_COLORMAP = 1<<9, // custom colormaps (incl. ability to fullbright certain ranges, ala Strife)
RFF_POLYGONAL = 1<<10, // uses polygons instead of wallscans/visplanes (i.e. softpoly and hardware opengl)
RFF_TRUECOLOR = 1<<11, // renderer is currently truecolor
RFF_VOXELS = 1<<12, // renderer is capable of voxels
};[/code]
Since there is a constant parameter within the GZDoom itself called (RFF_MODELS) and only a flag like this should be added or simply use this same flag on the objects so that their (sprites / frames) disappear and the Modeldef properties can be used. And so, add a (ModelStyle {<model index = 0> <model Style = MShaded>}) and that can be modified later in gameplay with a (A_SetModel-Style, Alpha, Scale, Frame, Angles, Offset, Flag {< model index> <effect>}) with this. I assure that more people will start using more 3D models instead of (sprites).