- 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

@ -198,6 +198,7 @@ void RenderPolyWall::SetCoords(const DVector2 &v1, const DVector2 &v2, double ce
void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull)
{
bool foggy = false;
FTexture *tex = GetTexture();
if (!tex && !Polyportal)
return;
@ -247,7 +248,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
}
PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
args.uniforms.flags = 0;
args.uniforms.subsectorDepth = SubsectorDepth;