Merge remote-tracking branch 'remotes/ZDoom/gzdoom/staging' into gzd_staging
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commit
9e0bf90be6
177 changed files with 4290 additions and 12626 deletions
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@ -86,7 +86,8 @@ void HWDrawInfo::StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uni
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mClipper = &drawctx->staticClipper;
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Viewpoint = parentvp;
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lightmode = Level->lightMode;
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lightmode = getRealLightmode(Level, true);
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if (uniforms)
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{
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VPUniforms = *uniforms;
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@ -100,7 +101,7 @@ void HWDrawInfo::StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uni
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VPUniforms.mViewMatrix.loadIdentity();
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VPUniforms.mNormalViewMatrix.loadIdentity();
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VPUniforms.mViewHeight = viewheight;
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if (gl_lightmode == 5)
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if (lightmode == ELightMode::Build)
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{
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VPUniforms.mGlobVis = 1 / 64.f;
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VPUniforms.mPalLightLevels = 32 | (static_cast<int>(gl_fogmode) << 8) | ((int)lightmode << 16);
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@ -477,7 +477,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
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// which is nicer in VR
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float xrel = xcenter - vp->X;
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float yrel = ycenter - vp->Y;
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float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
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float absAngleDeg = atan2(-yrel, xrel) * (180 / M_PI);
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float counterRotationDeg = 270. - HWAngles.Yaw.Degrees(); // counteracts existing sprite rotation
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float relAngleDeg = counterRotationDeg + absAngleDeg;
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