- fully implemented "nolightfade" to turn off diminishing lights in the software renderer.
- unfortunately, LIGHT2SHADE had to be transformed into a namespaced function.
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24 changed files with 84 additions and 52 deletions
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@ -2951,7 +2951,7 @@ void OpenGLSWFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, in
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DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
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{
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// Use an equation similar to player sprites to determine shade
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double fadelevel = clamp((LIGHT2SHADE(lightlevel) / 65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
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double fadelevel = clamp((swrenderer::LIGHT2SHADE(lightlevel, true) / 65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
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BufferedTris *quad;
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FBVERTEX *verts;
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