Plane shadow vertices must be created after the level mesh, otherwise they do not receive the lightmap UV coordinates
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parent
4ae767cc5a
commit
1f6356f414
4 changed files with 25 additions and 25 deletions
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@ -115,19 +115,19 @@ void DoomLevelSubmesh::CreateStaticSurfaces(FLevelLocals& doomMap)
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state.EnableTexture(true);
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state.EnableBrightmap(true);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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CreateWallSurface(side, disp, state, result.list);
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CreateWallSurface(side, disp, state, result.list, false, true);
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for (HWWall& portal : result.portals)
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{
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Portals.Push(portal);
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}
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CreateWallSurface(side, disp, state, result.portals, true);
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CreateWallSurface(side, disp, state, result.portals, true, false);
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// final pass: translucent stuff
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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state.SetRenderStyle(STYLE_Translucent);
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CreateWallSurface(side, disp, state, result.translucent);
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CreateWallSurface(side, disp, state, result.translucent, false, true);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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state.SetRenderStyle(STYLE_Normal);
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}
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@ -171,7 +171,7 @@ void DoomLevelSubmesh::CreateStaticSurfaces(FLevelLocals& doomMap)
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}
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}
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void DoomLevelSubmesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, TArray<HWWall>& list, bool isSky)
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void DoomLevelSubmesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, TArray<HWWall>& list, bool isSky, bool translucent)
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{
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for (HWWall& wallpart : list)
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{
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@ -202,7 +202,7 @@ void DoomLevelSubmesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, M
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state.AlphaFunc(Alpha_GEqual, 0.f);
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}
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wallpart.DrawWall(&disp, state, false);
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wallpart.DrawWall(&disp, state, translucent);
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}
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int pipelineID = 0;
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