Fixed some light and blending functions for the true color mode
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parent
4f635983fc
commit
47f32d03cd
8 changed files with 284 additions and 198 deletions
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@ -408,8 +408,7 @@ void R_DrawVisSprite (vissprite_t *vis)
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}
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fixed_t centeryfrac = FLOAT2FIXED(CenterY);
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dc_colormap = vis->Style.colormap;
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dc_light = 0;
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R_SetColorMapLight(vis->Style.colormap, 0, 0);
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mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor);
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@ -539,14 +538,13 @@ void R_DrawWallSprite(vissprite_t *spr)
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rw_lightstep = float((GlobVis / spr->wallc.sz2 - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
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rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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dc_colormap = usecolormap->Maps + fixedlightlev;
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R_SetColorMapLight(usecolormap->Maps, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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dc_colormap = fixedcolormap;
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R_SetColorMapLight(fixedcolormap, 0, 0);
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else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
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dc_colormap = usecolormap->Maps;
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R_SetColorMapLight(usecolormap->Maps, 0, 0);
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else
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calclighting = true;
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dc_light = 0;
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// Draw it
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WallSpriteTile = spr->pic;
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@ -656,8 +654,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
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int flags = 0;
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// Do setup for blending.
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dc_colormap = spr->Style.colormap;
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dc_light = 0;
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R_SetColorMapLight(spr->Style.colormap, 0, 0);
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mode = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
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if (mode == DontDraw)
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