- fixed some uninitialized stuff in particle rendering.

- added gl_ClampLight to all places where the light level is set.
This commit is contained in:
Christoph Oelckers 2016-04-06 14:03:21 +02:00
commit a0d0d9339e
4 changed files with 12 additions and 6 deletions

View file

@ -447,7 +447,7 @@ void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
// FF_FOG requires an inverted logic where to get the light from
lightlist_t *light = P_GetPlaneLight(sector, plane.plane, underside);
lightlevel = *light->p_lightlevel;
lightlevel = gl_ClampLight(*light->p_lightlevel);
if (rover->flags & FF_FOG) Colormap.LightColor = (light->extra_colormap)->Fade;
else Colormap.CopyFrom3DLight(light);
@ -544,7 +544,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
if ((!(sector->GetFlags(sector_t::floor)&PLANEF_ABSLIGHTING) || light->lightsource == NULL)
&& (light->p_lightlevel != &frontsector->lightlevel))
{
lightlevel = *light->p_lightlevel;
lightlevel = gl_ClampLight(*light->p_lightlevel);
}
Colormap.CopyFrom3DLight(light);
@ -607,7 +607,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
if ((!(sector->GetFlags(sector_t::ceiling)&PLANEF_ABSLIGHTING))
&& (light->p_lightlevel != &frontsector->lightlevel))
{
lightlevel = *light->p_lightlevel;
lightlevel = gl_ClampLight(*light->p_lightlevel);
}
Colormap.CopyFrom3DLight(light);
}