- Fully implemented Graf's level.PreserveSectorColor() changes into the software renderers.
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13 changed files with 20 additions and 36 deletions
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@ -41,8 +41,7 @@
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#include "swrenderer/things/r_visiblesprite.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/scene/r_viewport.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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#include "g_levellocals.h"
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namespace swrenderer
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{
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@ -142,7 +141,7 @@ namespace swrenderer
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rw_scalestep = ds->iscalestep;
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if (cameraLight->fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != nullptr)
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R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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@ -445,7 +444,7 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != nullptr)
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R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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