From 62fd6c8e7456bb0152881b8b35ba3f76e7ff11fd Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 9 Aug 2013 23:12:21 +0200 Subject: [PATCH] - fixed: light values read from 3D floor light lists for lighting sprites were not clamped to [0..255]. --- src/gl/scene/gl_sprite.cpp | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 2fd250f93..8150bf17d 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -346,23 +346,19 @@ void GLSprite::SplitSprite(sector_t * frontsector, bool translucent) bool put=false; TArray & lightlist=frontsector->e->XFloor.lightlist; - //y1+=y; - //y2+=y; - //y=0; for(i=0;ix,actor->y); else lightbottom=frontsector->floorplane.ZatPoint(actor->x,actor->y); - //maplighttop=FIXED2FLOAT(lightlist[i].height); maplightbottom=FIXED2FLOAT(lightbottom); if (maplightbottom