- Fullbright sprites and decals now defy sector colormaps as they do in GZDoom. This is controlled by the setting "r_fullbrightignoresectorcolor".

This commit is contained in:
raa-eruanna 2016-10-14 18:11:49 -04:00
parent 00b9528e5f
commit 6608678ad8

View file

@ -100,6 +100,7 @@ EXTERN_CVAR (Bool, st_scale)
EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Int, r_drawfuzz)
EXTERN_CVAR(Bool, r_deathcamera);
CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
//
// Sprite rotation 0 is facing the viewer,
@ -569,7 +570,7 @@ void R_DrawWallSprite(vissprite_t *spr)
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
R_SetColorMapLight(usecolormap, 0, 0);
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &NormalLight : usecolormap, 0, 0);
else
calclighting = true;
@ -1088,7 +1089,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
vis->deltax = float(pos.X - ViewPos.X);
vis->deltay = float(pos.Y - ViewPos.Y);
vis->renderflags = renderflags;
if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
if(thing->flags5 & MF5_BRIGHT)
vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->Style.RenderStyle = thing->RenderStyle;
vis->FillColor = thing->fillcolor;
vis->Translation = thing->Translation; // [RH] thing translation table
@ -1164,7 +1166,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
}
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->Style.BaseColormap = mybasecolormap;
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &NormalLight : mybasecolormap;
vis->Style.ColormapNum = 0;
}
else