- move visibility calculation to LightVisibility
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11 changed files with 14 additions and 17 deletions
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@ -188,7 +188,7 @@ namespace swrenderer
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bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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vis->Light.SetColormap(thread->Light->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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vis->Light.SetColormap(thread->Light->SpriteVis(tz, foggy), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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// Fake a voxel drawing to find its extents..
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SpriteDrawerArgs drawerargs;
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