diff --git a/src/rendering/swrenderer/drawers/r_draw_pal.cpp b/src/rendering/swrenderer/drawers/r_draw_pal.cpp index b94575b6b..8cc7a0fc8 100644 --- a/src/rendering/swrenderer/drawers/r_draw_pal.cpp +++ b/src/rendering/swrenderer/drawers/r_draw_pal.cpp @@ -2646,7 +2646,7 @@ namespace swrenderer ///////////////////////////////////////////////////////////////////////// - void SWPalDrawers::DrawTiltedSpan(const SpanDrawerArgs& args, const FVector3& plane_sz, const FVector3& plane_su, const FVector3& plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy, FDynamicColormap* basecolormap) + void SWPalDrawers::DrawTiltedSpan(const SpanDrawerArgs& args, const FVector3& plane_sz, const FVector3& plane_su, const FVector3& plane_sv, bool is_planeshaded, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy, FDynamicColormap* basecolormap) { int y = args.DestY(); int x1 = args.DestX1(); @@ -2670,11 +2670,11 @@ namespace swrenderer iz = plane_sz[2] + plane_sz[1] * (viewport->viewwindow.centery - y) + plane_sz[0] * (x1 - viewport->viewwindow.centerx); // Lighting is simple. It's just linear interpolation from start to end - if (plane_shade) + if (is_planeshaded) { uz = (iz + plane_sz[0] * width) * planelightfloat; vz = iz * planelightfloat; - CalcTiltedLighting(vz, uz, width, plane_shade, basecolormapdata); + CalcTiltedLighting(vz, uz, width, planeshade, basecolormapdata); } else {