- moved gl_spritelight out of gl/. This required a few more changes:
* split gl_shadowmap.cpp into a GL dependent and an API independent part. * gl_drawinfo must be kept around for the HUD sprite because it connects the renderer with the hardware indpendent part of the engine.
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12 changed files with 256 additions and 193 deletions
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@ -457,7 +457,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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else
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{
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float out[3];
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hw_GetDynSpriteLight(playermo, nullptr, out);
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gl_drawinfo->GetDynSpriteLight(playermo, nullptr, out);
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gl_RenderState.SetDynLight(out[0], out[1], out[2]);
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}
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}
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