- fix softpoly light visibility bug
This commit is contained in:
parent
3e67a8bafa
commit
7b58eab332
12 changed files with 30 additions and 20 deletions
|
|
@ -113,9 +113,9 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
|
|||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy); // .SlopePlaneGlobVis(foggy) * 48.0f;
|
||||
args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
|
||||
args.uniforms.light = lightlevel;
|
||||
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.light = 255;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
args.uniforms.subsectorDepth = subsectorDepth;
|
||||
|
||||
|
|
@ -295,9 +295,9 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
|
|||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);// ->SlopePlaneGlobVis(foggy) * 48.0f;
|
||||
args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
|
||||
args.uniforms.light = frontsector->lightlevel;
|
||||
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.light = 255;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
args.uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue