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- only draw visible 3D-lights.
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bddad29acb
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1 changed files with 17 additions and 8 deletions
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@ -344,14 +344,23 @@ void GLWall::RenderTextured(int rflags)
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for (unsigned i = 0; i < lightlist->Size(); i++)
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for (unsigned i = 0; i < lightlist->Size(); i++)
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{
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{
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int thisll = (*lightlist)[i].caster != NULL? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
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secplane_t &lowplane = i == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[i + 1].plane;
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FColormap thiscm;
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// this must use the exact same calculation method as GLWall::Process etc.
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thiscm.FadeColor = Colormap.FadeColor;
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float low1 = FIXED2FLOAT(lowplane.ZatPoint(vertexes[0]));
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thiscm.CopyFrom3DLight(&(*lightlist)[i]);
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float low2 = FIXED2FLOAT(lowplane.ZatPoint(vertexes[1]));
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gl_SetColor(thisll, rel, thiscm, absalpha);
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if (type != RENDERWALL_M2SNF) gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
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if (low1 < ztop[0] && low2 < ztop[1])
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gl_RenderState.SetSplitPlanes((*lightlist)[i].plane, i == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[i + 1].plane);
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{
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RenderWall(rflags);
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int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
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FColormap thiscm;
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thiscm.FadeColor = Colormap.FadeColor;
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thiscm.CopyFrom3DLight(&(*lightlist)[i]);
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gl_SetColor(thisll, rel, thiscm, absalpha);
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if (type != RENDERWALL_M2SNF) gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
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gl_RenderState.SetSplitPlanes((*lightlist)[i].plane, lowplane);
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RenderWall(rflags);
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}
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if (low1 <= zbottom[0] && low2 <= zbottom[1]) break;
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}
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}
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE3);
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