- 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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@ -228,6 +228,7 @@ void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *fronts
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void RenderPolyScene::RenderPortals(int portalDepth)
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{
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bool foggy = false;
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if (portalDepth < r_portal_recursions)
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{
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for (auto &portal : SectorPortals)
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@ -241,7 +242,7 @@ void RenderPolyScene::RenderPortals(int portalDepth)
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PolyDrawArgs args;
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args.objectToClip = &WorldToClip;
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args.mode = TriangleDrawMode::Fan;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
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args.uniforms.color = 0;
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args.uniforms.light = 256;
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args.uniforms.flags = TriUniforms::fixed_light;
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