author | Dmitry D. Chernov <blackdoomer@yandex.ru> | |
Thu, 9 Nov 2023 13:25:52 +0000 (23:25 +1000) | ||
committer | Dmitry D. Chernov <blackdoomer@yandex.ru> | |
Thu, 9 Nov 2023 13:25:52 +0000 (23:25 +1000) | ||
commit | ae7c793b5bd01a2a54636121b7b15f046b2647ae | |
tree | f1c62f5e61ecfe42fb57161b2b45e38bd6c016e4 | tree | snapshot |
parent | 7388210cdee8f4798f039ed7ce4aea98b9cdb4e6 | commit | diff |
Standart: Make D2DTEXTURES more compatible with the original Doom2D
In Doom2D, if the texture of a tile is not the first frame of an animated sequence, then such a tile will not be animated.
This was seen as something that could be fixed, so in D2DTEXTURES all similar textures were made into animations.
However, several things were not taken into account:
- all these animations did not start from the frame that would correspond to the original texture, but always from the first;
- some of these textures were opaque and "seamless", which means they could be intentionally used as static ones.
This commit fixes these shortcomings. In addition, shifted animations now allow you to create a less discrete and repeating design (which is especially noticeable when such textures are located several next to each other).
In Doom2D, if the texture of a tile is not the first frame of an animated sequence, then such a tile will not be animated.
This was seen as something that could be fixed, so in D2DTEXTURES all similar textures were made into animations.
However, several things were not taken into account:
- all these animations did not start from the frame that would correspond to the original texture, but always from the first;
- some of these textures were opaque and "seamless", which means they could be intentionally used as static ones.
This commit fixes these shortcomings. In addition, shifted animations now allow you to create a less discrete and repeating design (which is especially noticeable when such textures are located several next to each other).
169 files changed: