- fixed some uninitialized stuff in particle rendering.
- added gl_ClampLight to all places where the light level is set.
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9196683e4f
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4 changed files with 12 additions and 6 deletions
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@ -866,11 +866,15 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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if (lightbottom < particle->Pos.Z)
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{
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lightlevel = *lightlist[i].p_lightlevel;
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lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
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Colormap.LightColor = (lightlist[i].extra_colormap)->Color;
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break;
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}
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}
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if (glset.nocoloredspritelighting)
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{
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Colormap.Decolorize(); // ZDoom never applies colored light to particles.
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}
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}
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else
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{
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@ -884,6 +888,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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OverrideShader = 0;
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ThingColor = particle->color;
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ThingColor.g = 255;
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ThingColor.a = 255;
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modelframe=NULL;
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@ -939,6 +944,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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actor=NULL;
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this->particle=particle;
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fullbright = !!particle->bright;
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// [BB] Translucent particles have to be rendered without the alpha test.
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if (gl_particles_style != 2 && trans>=1.0f-FLT_EPSILON) hw_styleflags = STYLEHW_Solid;
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