R_RenderMaskedSegRange now checks for slopes in the sector lightlist

in other words, midtexture rendering should now correctly account for slopes from FOFs that could affect lighting/colormap
This commit is contained in:
Monster Iestyn 2016-03-18 20:33:16 +00:00
parent 13f4ef2f34
commit e941687d4c

View file

@ -360,10 +360,30 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
for (i = 0; i < dc_numlights; i++)
{
#ifdef ESLOPE
fixed_t leftheight, rightheight;
#endif
light = &frontsector->lightlist[i];
rlight = &dc_lightlist[i];
#ifdef ESLOPE
if (light->slope) {
leftheight = P_GetZAt(light->slope, ds->leftpos.x, ds->leftpos.y);
rightheight = P_GetZAt(light->slope, ds->rightpos.x, ds->rightpos.y);
} else
leftheight = rightheight = light->height;
leftheight -= viewz;
rightheight -= viewz;
rlight->height = (centeryfrac) - FixedMul(leftheight, ds->scale1);
rlight->heightstep = (centeryfrac) - FixedMul(rightheight, ds->scale2);
rlight->heightstep = (rlight->heightstep-rlight->height)/(ds->x2-ds->x1+1);
//if (x1 > ds->x1)
//rlight->height -= (x1 - ds->x1)*rlight->heightstep;
#else
rlight->height = (centeryfrac) - FixedMul((light->height - viewz), spryscale);
rlight->heightstep = -FixedMul(rw_scalestep, (light->height - viewz));
#endif
rlight->lightlevel = *light->lightlevel;
rlight->extra_colormap = light->extra_colormap;
rlight->flags = light->flags;