Renderer floatification: Use floating point for visibility values

This commit is contained in:
Randy Heit 2016-04-14 17:18:17 -05:00
commit 4416d88eb2
6 changed files with 50 additions and 53 deletions

View file

@ -2312,8 +2312,8 @@ void R_NewWall (bool needlights)
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel)
+ r_actualextralight);
GlobVis = r_WallVisibility;
rw_lightleft = FLOAT2FIXED(FIXED2DBL(GlobVis) / WallC.sz1);
rw_lightstep = (FLOAT2FIXED(FIXED2DBL(GlobVis) / WallC.sz2) - rw_lightleft) / (WallC.sx2 - WallC.sx1);
rw_lightleft = FLOAT2FIXED(GlobVis / WallC.sz1);
rw_lightstep = (FLOAT2FIXED(GlobVis / WallC.sz2) - rw_lightleft) / (WallC.sx2 - WallC.sx1);
}
else
{