- added a new light mode that emulates Build's depth fading.
Not active yet, this needs some testing and finetuning.
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5 changed files with 26 additions and 5 deletions
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@ -2141,7 +2141,7 @@ void DAutomap::drawSubsectors()
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// is necessary in order to best reproduce Doom's original lighting.
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double fadelevel;
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if (!V_IsHardwareRenderer() || primaryLevel->lightMode == ELightMode::Doom || primaryLevel->lightMode == ELightMode::ZDoomSoftware || primaryLevel->lightMode == ELightMode::DoomSoftware)
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if (!V_IsHardwareRenderer() || primaryLevel->lightMode == ELightMode::DoomDark || primaryLevel->lightMode == ELightMode::Doom || primaryLevel->lightMode == ELightMode::ZDoomSoftware || primaryLevel->lightMode == ELightMode::DoomSoftware)
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{
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double map = (NUMCOLORMAPS * 2.) - ((floorlight + 12) * (NUMCOLORMAPS / 128.));
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fadelevel = clamp((map - 12) / NUMCOLORMAPS, 0.0, 1.0);
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