Fix sunlight coming from sector portals
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parent
73ee25ad39
commit
75b70abcb3
2 changed files with 5 additions and 5 deletions
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@ -391,11 +391,11 @@ void DoomLevelMesh::UpdateFlat(FLevelLocals& doomMap, unsigned int sectorIndex)
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}
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}
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void DoomLevelMesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, TArray<HWWall>& list, bool isSky, bool translucent)
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void DoomLevelMesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, TArray<HWWall>& list, bool isPortal, bool translucent)
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{
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for (HWWall& wallpart : list)
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{
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if (isSky)
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if (isPortal)
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{
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state.SetEffect(EFF_PORTAL);
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state.EnableTexture(false);
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@ -480,8 +480,8 @@ void DoomLevelMesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, Mesh
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surf.Plane = FVector4(N.X, N.Y, 0.0f, v1 | N);
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surf.Texture = wallpart.texture;
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surf.PipelineID = pipelineID;
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surf.PortalIndex = isSky ? linePortals[side->linedef->Index()] : 0;
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surf.IsSky = isSky;
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surf.PortalIndex = isPortal ? linePortals[side->linedef->Index()] : 0;
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surf.IsSky = isPortal ? (wallpart.portaltype == PORTALTYPE_SKY || wallpart.portaltype == PORTALTYPE_SKYBOX || wallpart.portaltype == PORTALTYPE_HORIZON) : false;
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surf.Bounds = GetBoundsFromSurface(surf);
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surf.LightmapTileIndex = disp.Level->lightmaps ? AddSurfaceToTile(surf) : -1;
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Surfaces.Push(surf);
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@ -76,7 +76,7 @@ private:
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void SortIndexes();
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void CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, TArray<HWWall>& list, bool isSky, bool translucent);
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void CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, TArray<HWWall>& list, bool isPortal, bool translucent);
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void CreateFlatSurface(HWFlatDispatcher& disp, MeshBuilder& state, TArray<HWFlat>& list, bool isSky = false);
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void LinkSurfaces(FLevelLocals& doomMap);
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