- 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

@ -78,12 +78,12 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
{
args.uniforms.light = 256;
args.uniforms.light = 255;
args.uniforms.flags = TriUniforms::fixed_light | TriUniforms::nearest_filter;
}
else
{
args.uniforms.light = (uint32_t)((sub->sector->lightlevel + actualextralight) / 255.0f * 256.0f);
args.uniforms.light = sub->sector->lightlevel + actualextralight;
args.uniforms.flags = TriUniforms::nearest_filter;
}
args.uniforms.subsectorDepth = subsectorDepth;