Revert "- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly."
This reverts commit dd03bb1fcb.
Turns out that making this work in GL will create a complete mess so better remove the option as it would only cause problems.
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parent
dd03bb1fcb
commit
1d2ae53ecb
12 changed files with 25 additions and 53 deletions
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@ -59,7 +59,6 @@
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#include "r_data/colormaps.h"
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#include "p_maputl.h"
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#include "r_thread.h"
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#include "g_levellocals.h"
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CVAR (String, r_viewsize, "", CVAR_NOSET)
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CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
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@ -79,6 +78,8 @@ CUSTOM_CVAR (Int, r_columnmethod, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Int, r_portal_recursions, 4, CVAR_ARCHIVE)
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CVAR(Bool, r_highlight_portals, false, CVAR_ARCHIVE)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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extern cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
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extern cycle_t FrameCycles;
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@ -487,7 +488,7 @@ void R_SetupColormap(player_t *player)
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{
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fixedlightlev = player->fixedlightlevel * 256;
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// [SP] Emulate GZDoom's light-amp goggles.
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if (!level.PreserveSectorColor() && fixedlightlev >= 0)
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if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
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{
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fixedcolormap = FullNormalLight.Maps;
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}
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