- changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes.

This commit is contained in:
Christoph Oelckers 2014-05-11 16:49:17 +02:00
commit 52056a05bd
12 changed files with 61 additions and 89 deletions

View file

@ -143,7 +143,7 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
}
p.Set(plane.plane);
if (!gl_SetupLight(p, light, nearPt, up, right, scale, Colormap.colormap, false, foggy))
if (!gl_SetupLight(p, light, nearPt, up, right, scale, false, foggy))
{
node=node->nextLight;
continue;
@ -206,7 +206,7 @@ bool GLFlat::SetupSubsectorLights(bool lightsapplied, subsector_t * sub)
}
p.Set(plane.plane);
gl_GetLight(p, light, Colormap.colormap, false, false, lightdata);
gl_GetLight(p, light, false, false, lightdata);
node = node->nextLight;
}
}