- 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

@ -272,7 +272,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
if (lightbottom<player->viewz)
{
cm = lightlist[i].extra_colormap;
lightlevel = *lightlist[i].p_lightlevel;
lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
break;
}
}