Move visibility stuff into LightVisibility
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22 changed files with 121 additions and 109 deletions
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@ -73,7 +73,7 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::r_SpriteVisibility;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->ParticleGlobVis();
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if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
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{
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