- delay converting sprite lightlevels to a shade until we hit ColormapLight
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22 changed files with 57 additions and 55 deletions
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@ -153,7 +153,7 @@ namespace swrenderer
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else
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{
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plane_shade = true;
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planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy, viewport);
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lightlevel = pl->lightlevel;
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}
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drawerargs.SetStyle(masked, additive, alpha);
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@ -200,7 +200,7 @@ namespace swrenderer
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if (plane_shade)
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{
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// Determine lighting based on the span's distance from the viewer.
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drawerargs.SetLight(basecolormap, (float)Thread->Light->FlatPlaneVis(y, planeheight, foggy, viewport), planeshade);
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drawerargs.SetLight(basecolormap, (float)Thread->Light->FlatPlaneVis(y, planeheight, foggy, viewport), lightlevel, foggy, viewport);
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}
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if (r_dynlights)
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