allow brightmaps and fullbright objects in fog. The reasons why they were disabled no longer exist.

This commit is contained in:
Christoph Oelckers 2014-05-11 23:12:28 +02:00
parent c47c7421a3
commit 506798f134
4 changed files with 2 additions and 11 deletions

View file

@ -471,11 +471,9 @@ void GLFlat::Draw(int pass)
}
else
{
if (foggy) gl_RenderState.EnableBrightmap(false);
gltexture->Bind();
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
DrawSubsectors(pass, true);
gl_RenderState.EnableBrightmap(true);
if (pushed)
{
glPopMatrix();

View file

@ -405,7 +405,6 @@ void FGLRenderer::RenderScene(int recursion)
gl_RenderState.EnableBrightmap(gl_fixedcolormap == CM_DEFAULT);
gl_drawinfo->drawlists[GLDL_PLAIN].Sort();
gl_drawinfo->drawlists[GLDL_PLAIN].Draw(pass);
gl_RenderState.EnableBrightmap(false);
gl_drawinfo->drawlists[GLDL_FOG].Sort();
gl_drawinfo->drawlists[GLDL_FOG].Draw(pass);
gl_drawinfo->drawlists[GLDL_LIGHTFOG].Sort();
@ -422,10 +421,8 @@ void FGLRenderer::RenderScene(int recursion)
}
if (pass == GLPASS_BASE) pass = GLPASS_BASE_MASKED;
gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_threshold);
gl_RenderState.EnableBrightmap(true);
gl_drawinfo->drawlists[GLDL_MASKED].Sort();
gl_drawinfo->drawlists[GLDL_MASKED].Draw(pass);
gl_RenderState.EnableBrightmap(false);
gl_drawinfo->drawlists[GLDL_FOGMASKED].Sort();
gl_drawinfo->drawlists[GLDL_FOGMASKED].Draw(pass);
gl_drawinfo->drawlists[GLDL_LIGHTFOGMASKED].Sort();

View file

@ -461,7 +461,6 @@ void GLWall::RenderTranslucentWall()
int extra;
if (gltexture)
{
if (flags&GLWF_FOGGY) gl_RenderState.EnableBrightmap(false);
gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
gltexture->Bind(flags, 0);
extra = getExtraLight();
@ -486,7 +485,6 @@ void GLWall::RenderTranslucentWall()
{
gl_RenderState.EnableTexture(true);
}
gl_RenderState.EnableBrightmap(true);
gl_RenderState.EnableGlow(false);
}

View file

@ -393,10 +393,9 @@ FShader *FShaderContainer::Bind(int cm, bool glowing, float Speed, bool lights)
glUniform3fv(sh->colormaprange_index, 1, m);
}
}
/*
else
{
bool desat = cm>=CM_DESAT1 && cm<=CM_DESAT31;
bool desat = false;// cm >= CM_DESAT1 && cm <= CM_DESAT31;
sh = shader[glowing + 2*desat + 4*lights + (glset.lightmode & 8)];
// [BB] If there was a problem when loading the shader, sh is NULL here.
if( sh )
@ -404,11 +403,10 @@ FShader *FShaderContainer::Bind(int cm, bool glowing, float Speed, bool lights)
sh->Bind(Speed);
if (desat)
{
glUniform1f(sh->desaturation_index, 1.f-float(cm-CM_DESAT0)/(CM_DESAT31-CM_DESAT0));
//glUniform1f(sh->desaturation_index, 1.f-float(cm-CM_DESAT0)/(CM_DESAT31-CM_DESAT0));
}
}
}
*/
return sh;
}