Revert "- Fully implemented Graf's level.PreserveSectorColor() changes into the software renderers."
This reverts commit 2f9453bc86.
# Conflicts:
# src/swrenderer/line/r_line.cpp
# src/swrenderer/line/r_renderdrawsegment.cpp
# src/swrenderer/things/r_decal.cpp
# src/swrenderer/things/r_wallsprite.cpp
This commit is contained in:
parent
4afac0f2cc
commit
2fb82aaa9f
13 changed files with 34 additions and 18 deletions
|
|
@ -30,11 +30,11 @@
|
|||
#include "d_player.h"
|
||||
#include "swrenderer/scene/r_viewport.h"
|
||||
#include "swrenderer/scene/r_light.h"
|
||||
#include "g_levellocals.h"
|
||||
|
||||
EXTERN_CVAR(Bool, r_drawplayersprites)
|
||||
EXTERN_CVAR(Bool, r_deathcamera)
|
||||
EXTERN_CVAR(Bool, st_scale)
|
||||
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
|
||||
EXTERN_CVAR(Bool, r_shadercolormaps)
|
||||
|
||||
void RenderPolyPlayerSprites::Render()
|
||||
|
|
@ -269,12 +269,12 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
|
|||
}
|
||||
if (swrenderer::fixedlightlev >= 0)
|
||||
{
|
||||
BaseColormap = (!level.PreserveSectorColor()) ? &FullNormalLight : mybasecolormap;
|
||||
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
||||
ColormapNum = swrenderer::fixedlightlev >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (!foggy && sprite->GetState()->GetFullbright())
|
||||
{ // full bright
|
||||
BaseColormap = (!level.PreserveSectorColor()) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
|
||||
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
|
||||
ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
|
|
@ -334,9 +334,9 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
|
|||
noaccel = true;
|
||||
}
|
||||
// [SP] If emulating GZDoom fullbright, disable acceleration
|
||||
if (!level.PreserveSectorColor() && cameraLight->fixedlightlev >= 0)
|
||||
if (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0)
|
||||
mybasecolormap = &FullNormalLight;
|
||||
if (!level.PreserveSectorColor() && !foggy && sprite->GetState()->GetFullbright())
|
||||
if (r_fullbrightignoresectorcolor && !foggy && sprite->GetState()->GetFullbright())
|
||||
mybasecolormap = &FullNormalLight;
|
||||
colormap_to_use = mybasecolormap;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue