- Calculate globvis/r_visibility in r_utility and use it in GL and poly renderers
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17 changed files with 102 additions and 59 deletions
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@ -40,6 +40,7 @@
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, screenblocks)
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EXTERN_CVAR(Float, r_visibility)
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void InitGLRMapinfoData();
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/////////////////////////////////////////////////////////////////////////////
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@ -122,6 +123,7 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
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if (APART(R_OldBlend)) NormalLight.Maps = realcolormaps.Maps;
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else NormalLight.Maps = realcolormaps.Maps + NUMCOLORMAPS * 256 * R_OldBlend;
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Light.SetVisibility(Viewwindow, r_visibility);
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PolyCameraLight::Instance()->SetCamera(Viewpoint, RenderTarget, actor);
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//Viewport->SetupFreelook();
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