by Graf Zahl » Thu Aug 03, 2017 3:34 pm
This was a classic case of a gross hack that was convenient but depended on an implementation that ultimately blocked certain editing features - the refactor was done to allow defining per-sector colors for walls, flats and sprites and handle them in the software renderer. The old colormap feature constantly stood in the way of making lighting more flexible and the test CCMDs depended on some idiosyncrasies of how the engine stored colors as colormaps, not as RGB values.
Of course this can be added to the GL renderer again, but it involves adding a check for each single element that gets rendered and, while not really expensive, would add some overhead only to suppoer a rarely used test feature - if you do it once it won't be an issue, but imagine 10 of such features starting to pile up.
This was a classic case of a gross hack that was convenient but depended on an implementation that ultimately blocked certain editing features - the refactor was done to allow defining per-sector colors for walls, flats and sprites and handle them in the software renderer. The old colormap feature constantly stood in the way of making lighting more flexible and the test CCMDs depended on some idiosyncrasies of how the engine stored colors as colormaps, not as RGB values.
Of course this can be added to the GL renderer again, but it involves adding a check for each single element that gets rendered and, while not really expensive, would add some overhead only to suppoer a rarely used test feature - if you do it once it won't be an issue, but imagine 10 of such features starting to pile up.