- fully implemented "nolightfade" to turn off diminishing lights in the software renderer.

- unfortunately, LIGHT2SHADE had to be transformed into a namespaced function.
This commit is contained in:
Rachael Alexanderson 2017-03-06 16:14:54 -05:00
commit 28abc96aef
24 changed files with 84 additions and 52 deletions

View file

@ -223,9 +223,9 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
int spriteshade = LIGHT2SHADE(owner->Sector->lightlevel + actualextralight);
int spriteshade = swrenderer::LIGHT2SHADE(owner->Sector->lightlevel + actualextralight, foggy);
double minz = double((2048 * 4) / double(1 << 20));
ColormapNum = GETPALOOKUP(swrenderer::LightVisibility::Instance()->SpriteGlobVis() / minz, spriteshade);
ColormapNum = GETPALOOKUP(swrenderer::LightVisibility::Instance()->SpriteGlobVis(foggy) / minz, spriteshade);
if (sprite->GetID() < PSP_TARGETCENTER)
{