- fixed some uninitialized stuff in particle rendering.
- added gl_ClampLight to all places where the light level is set.
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4 changed files with 12 additions and 6 deletions
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@ -272,7 +272,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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if (lightbottom<player->viewz)
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{
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cm = lightlist[i].extra_colormap;
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lightlevel = *lightlist[i].p_lightlevel;
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lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
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break;
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}
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}
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