- delay converting sprite lightlevels to a shade until we hit ColormapLight

This commit is contained in:
Magnus Norddahl 2018-12-17 07:54:46 +01:00
commit 2ce91ea62f
22 changed files with 57 additions and 55 deletions

View file

@ -129,7 +129,7 @@ namespace swrenderer
const short *mceilingclip = ds->sprtopclip - ds->x1;
RenderFogBoundary renderfog;
renderfog.Render(Thread, x1, x2, mceilingclip, mfloorclip, LightVisibility::LightLevelToShade(lightlevel, ds->foggy, Thread->Viewport.get()), rw_light, rw_lightstep, basecolormap);
renderfog.Render(Thread, x1, x2, mceilingclip, mfloorclip, lightlevel, ds->foggy, rw_light, rw_lightstep, basecolormap);
if (ds->maskedtexturecol == nullptr)
renderwall = false;