- fix softpoly light visibility bug

This commit is contained in:
Magnus Norddahl 2017-03-26 05:28:27 +02:00
commit 7b58eab332
12 changed files with 30 additions and 20 deletions

View file

@ -140,12 +140,12 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
{
args.uniforms.light = 256;
args.uniforms.light = 255;
args.uniforms.flags |= TriUniforms::fixed_light;
}
else
{
args.uniforms.light = (uint32_t)((front->lightlevel + actualextralight) / 255.0f * 256.0f);
args.uniforms.light = front->lightlevel + actualextralight;
}
args.uniforms.subsectorDepth = subsectorDepth;