- 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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@ -139,7 +139,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
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swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SpriteGlobVis();
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SpriteGlobVis(foggy);
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args.uniforms.flags = 0;
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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