- 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.
This commit is contained in:
Christoph Oelckers 2018-04-29 11:00:34 +02:00
commit 634b3cf413
12 changed files with 256 additions and 193 deletions

View file

@ -457,7 +457,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
else
{
float out[3];
hw_GetDynSpriteLight(playermo, nullptr, out);
gl_drawinfo->GetDynSpriteLight(playermo, nullptr, out);
gl_RenderState.SetDynLight(out[0], out[1], out[2]);
}
}