- Fully Implemented GZDoom fullbright emulation

This commit is contained in:
raa-eruanna 2016-10-19 02:02:37 -04:00
commit b327a3312e
6 changed files with 32 additions and 13 deletions

View file

@ -105,6 +105,7 @@ TArray<PortalDrawseg> WallPortals(1000); // note: this array needs to go away as
subsector_t *InSubsector;
CVAR (Bool, r_drawflat, false, 0) // [RH] Don't texture segs?
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
void R_StoreWallRange (int start, int stop);
@ -1108,7 +1109,7 @@ void R_Subsector (subsector_t *sub)
}
else
{
basecolormap = frontsector->ColorMap;
basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
}
portal = frontsector->ValidatePortal(sector_t::ceiling);
@ -1142,7 +1143,7 @@ void R_Subsector (subsector_t *sub)
}
else
{
basecolormap = frontsector->ColorMap;
basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
}
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check