- 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:
parent
5c3b9d81ad
commit
28abc96aef
24 changed files with 84 additions and 52 deletions
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue