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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
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0001437 | OpenClonk | Engine - Graphics | public | 2015-11-05 08:25 | 2017-10-26 13:34 | ||||||||
Reporter | Zapper | ||||||||||||
Assigned To | Clonk-Karl | ||||||||||||
Priority | low | Severity | minor | Reproducibility | always | ||||||||
Status | assigned | Resolution | open | ||||||||||
Product Version | |||||||||||||
Target Version | git master | Fixed in Version | |||||||||||
Summary | 0001437: GFX_BLIT_ClrSfc_OwnClr does not work for meshes | ||||||||||||
Description | AS the summary says. The parts that should be in the player colour are always also modulated by the SetClrModulation color. It's probably just never been implemented in the new shaders. | ||||||||||||
Steps To Reproduce | Select Clonk in developer's mode. Enter: SetObjectBlitMode(GFX_BLIT_ClrSfc_OwnClr) SetClrModulation(RGB(200, 10, 10)) Expected: Clonk base turns red but player-areas are still in player colour. Actual: Everything turns red. | ||||||||||||
Tags | No tags attached. | ||||||||||||
Attached Files |
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Clonkonaut (developer) 2017-10-26 13:34 |
Never release blocking, detached target version. |
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Date Modified | Username | Field | Change |
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2015-11-05 08:25 | Zapper | New Issue | |
2015-11-06 17:14 | Clonk-Karl | Assigned To | => Clonk-Karl |
2015-11-06 17:14 | Clonk-Karl | Status | new => assigned |
2017-08-05 09:07 | Maikel | Target Version | 7.1 (Bugfix update) => 8.0 |
2017-10-26 13:34 | Clonkonaut | Target Version | 8.0 => git master |
2017-10-26 13:34 | Clonkonaut | Note Added: 0005851 |