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