- fix softpoly light visibility bug
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3e67a8bafa
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7b58eab332
12 changed files with 30 additions and 20 deletions
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@ -143,12 +143,12 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
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args.uniforms.flags = TriUniforms::nearest_filter;
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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args.uniforms.light = 256;
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args.uniforms.light = 255;
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args.uniforms.flags |= TriUniforms::fixed_light;
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}
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else
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{
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args.uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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args.uniforms.light = thing->Sector->lightlevel + actualextralight;
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}
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args.uniforms.subsectorDepth = subsectorDepth;
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