- 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

@ -3130,7 +3130,7 @@ void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
{
// Use an equation similar to player sprites to determine shade
double fadelevel = clamp((LIGHT2SHADE(lightlevel)/65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
double fadelevel = clamp((swrenderer::LIGHT2SHADE(lightlevel, true)/65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
BufferedTris *quad;
FBVERTEX *verts;