- fixed: The wall spliter for 3D lights did not initialize the resulting colormap's fog density value.

This commit is contained in:
Christoph Oelckers 2017-03-28 23:36:26 +02:00
parent fa893c082b
commit 5e3e4a3bd1

View file

@ -371,6 +371,7 @@ void GLWall::RenderTextured(int rflags)
int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
thiscm.FogDensity = Colormap.FogDensity;
thiscm.CopyFrom3DLight(&(*lightlist)[i]);
mDrawer->SetColor(thisll, rel, thiscm, absalpha);
if (type != RENDERWALL_M2SNF) mDrawer->SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);