- 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

@ -153,7 +153,7 @@ namespace swrenderer
else
{
plane_shade = true;
planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy, viewport);
lightlevel = pl->lightlevel;
}
drawerargs.SetStyle(masked, additive, alpha);
@ -200,7 +200,7 @@ namespace swrenderer
if (plane_shade)
{
// Determine lighting based on the span's distance from the viewer.
drawerargs.SetLight(basecolormap, (float)Thread->Light->FlatPlaneVis(y, planeheight, foggy, viewport), planeshade);
drawerargs.SetLight(basecolormap, (float)Thread->Light->FlatPlaneVis(y, planeheight, foggy, viewport), lightlevel, foggy, viewport);
}
if (r_dynlights)