From eb6e085038993472335030d830d388d9bfb2988a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ricardo=20Lu=C3=ADs=20Vaz=20Silva?= Date: Sun, 19 Jan 2025 14:08:55 -0300 Subject: [PATCH] fix hud model/sprite rendering --- src/rendering/hwrenderer/scene/hw_weapon.cpp | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/src/rendering/hwrenderer/scene/hw_weapon.cpp b/src/rendering/hwrenderer/scene/hw_weapon.cpp index f2ac3963e..c814191aa 100644 --- a/src/rendering/hwrenderer/scene/hw_weapon.cpp +++ b/src/rendering/hwrenderer/scene/hw_weapon.cpp @@ -87,11 +87,13 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state) if (huds->mframe) { + state.SetShadeVertex(get_gl_spritelight() == 1); state.AlphaFunc(Alpha_GEqual, 0); FHWModelRenderer renderer(this, state, huds->lightindex); RenderHUDModel(&renderer, huds->weapon, huds->translation, huds->rotation + FVector3(huds->mx / 4., (huds->my - WEAPONTOP) / -4., 0), huds->pivot, huds->mframe); state.SetFlatVertexBuffer(); + state.SetShadeVertex(false); } else { @@ -740,10 +742,6 @@ void HWDrawInfo::PreparePlayerSprites2D(sector_t * viewsector, area_t in_area, F if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && Level->HasDynamicLights && !isFullbrightScene() && gl_light_sprites) { GetDynSpriteLight(playermo, nullptr, nullptr, hudsprite.dynrgb); - if (get_gl_spritelight() > 0) - { - GetDynSpriteLightList(playermo, lightdata); - } } if (!hudsprite.GetWeaponRect(this, state, psp, spos.X, spos.Y, player, vp.TicFrac)) continue;