- delay converting sprite lightlevels to a shade until we hit ColormapLight
This commit is contained in:
parent
66b5e6e2ee
commit
2ce91ea62f
22 changed files with 57 additions and 55 deletions
|
|
@ -72,7 +72,7 @@ EXTERN_CVAR(Bool, gl_light_sprites)
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
void RenderSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *ttex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy, FDynamicColormap *basecolormap)
|
||||
void RenderSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *ttex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap)
|
||||
{
|
||||
FSoftwareTexture *tex = ttex->GetSoftwareTexture();
|
||||
// transform the origin point
|
||||
|
|
@ -300,7 +300,7 @@ namespace swrenderer
|
|||
vis->dynlightcolor = 0;
|
||||
}
|
||||
|
||||
vis->Light.SetColormap(thread->Light->SpriteVis(tz, foggy), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||
vis->Light.SetColormap(thread, tz, lightlevel, foggy, basecolormap, fullbright, invertcolormap, fadeToBlack, false, false);
|
||||
|
||||
thread->SpriteList->Push(vis);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue