- 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

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