- Calculate globvis/r_visibility in r_utility and use it in GL and poly renderers

This commit is contained in:
Magnus Norddahl 2017-07-09 19:01:34 +02:00
commit ddd1b629c3
17 changed files with 102 additions and 59 deletions

View file

@ -40,6 +40,7 @@
EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Float, r_visibility)
void InitGLRMapinfoData();
/////////////////////////////////////////////////////////////////////////////
@ -122,6 +123,7 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
if (APART(R_OldBlend)) NormalLight.Maps = realcolormaps.Maps;
else NormalLight.Maps = realcolormaps.Maps + NUMCOLORMAPS * 256 * R_OldBlend;
Light.SetVisibility(Viewwindow, r_visibility);
PolyCameraLight::Instance()->SetCamera(Viewpoint, RenderTarget, actor);
//Viewport->SetupFreelook();