- support dynamic lights on translucent and 3d floor walls
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7168466c28
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a478cf9a96
5 changed files with 21 additions and 22 deletions
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@ -203,7 +203,7 @@ namespace swrenderer
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bool additive = (curline->linedef->flags & ML_ADDTRANS) != 0;
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RenderWallPart renderWallpart(Thread);
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renderWallpart.Render(lightsector, curline, ds->WallC, tex, x1, x2, mceilingclip, mfloorclip, ds->texcoords, top, bot, true, additive, alpha, nullptr);
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renderWallpart.Render(lightsector, curline, ds->WallC, tex, x1, x2, mceilingclip, mfloorclip, ds->texcoords, top, bot, true, additive, alpha);
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}
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void RenderDrawSegment::Render3DFloorWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic)
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@ -227,7 +227,7 @@ namespace swrenderer
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GetMaskedWallTopBottom(ds, top, bot);
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RenderWallPart renderWallpart(Thread);
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renderWallpart.Render(lightsector, curline, ds->WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, walltexcoords, top, bot, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha, nullptr);
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renderWallpart.Render(lightsector, curline, ds->WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, walltexcoords, top, bot, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha);
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ProjectedWallLight walllight;
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walllight.SetColormap(lightsector, curline);
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