Move visibility stuff into LightVisibility

This commit is contained in:
Magnus Norddahl 2017-01-26 09:49:07 +01:00
commit 4bbf1ba11c
22 changed files with 121 additions and 109 deletions

View file

@ -137,7 +137,7 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
args.uniforms.flags = 0;
args.SetColormap(front->ColorMap);
args.SetTexture(tex, decal->Translation, true);
args.uniforms.globvis = (float)swrenderer::r_WallVisibility;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
{
args.uniforms.light = 256;