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.
This commit is contained in:
Christoph Oelckers 2017-01-28 18:26:52 +01:00
commit 1d2ae53ecb
12 changed files with 25 additions and 53 deletions

View file

@ -59,7 +59,6 @@
#include "r_data/colormaps.h"
#include "p_maputl.h"
#include "r_thread.h"
#include "g_levellocals.h"
CVAR (String, r_viewsize, "", CVAR_NOSET)
CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
@ -79,6 +78,8 @@ CUSTOM_CVAR (Int, r_columnmethod, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Int, r_portal_recursions, 4, CVAR_ARCHIVE)
CVAR(Bool, r_highlight_portals, false, CVAR_ARCHIVE)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
extern cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
extern cycle_t FrameCycles;
@ -487,7 +488,7 @@ void R_SetupColormap(player_t *player)
{
fixedlightlev = player->fixedlightlevel * 256;
// [SP] Emulate GZDoom's light-amp goggles.
if (!level.PreserveSectorColor() && fixedlightlev >= 0)
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
{
fixedcolormap = FullNormalLight.Maps;
}