- fixed: 3D lights should override the sidedef's regular light completely, that includes relative light added by UDMF's 'light' property.

- Renamed the 'noabsolute' parameter in side_t::GetLightLevel to 'is3dlight', what it actually is, to avoid the confusion that caused the abovementioned error.
- fixed: The Down2Up render path for sides of 3D floors had the 'is3dlight' check inverted.
This commit is contained in:
Christoph Oelckers 2016-01-29 14:55:31 +01:00
parent c6c15fe83c
commit a41dc24086
2 changed files with 5 additions and 5 deletions

View file

@ -1024,9 +1024,9 @@ CUSTOM_CVAR(Int, r_fakecontrast, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
//
//==========================================================================
int side_t::GetLightLevel (bool foggy, int baselight, bool noabsolute, int *pfakecontrast) const
int side_t::GetLightLevel (bool foggy, int baselight, bool is3dlight, int *pfakecontrast) const
{
if (!noabsolute && (Flags & WALLF_ABSLIGHTING))
if (!is3dlight && (Flags & WALLF_ABSLIGHTING))
{
baselight = Light;
}
@ -1066,7 +1066,7 @@ int side_t::GetLightLevel (bool foggy, int baselight, bool noabsolute, int *pfak
}
}
}
if (!(Flags & WALLF_ABSLIGHTING) && (!foggy || (Flags & WALLF_LIGHT_FOG)))
if (!is3dlight && !(Flags & WALLF_ABSLIGHTING) && (!foggy || (Flags & WALLF_LIGHT_FOG)))
{
baselight += this->Light;
}

View file

@ -829,7 +829,7 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}
@ -842,7 +842,7 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}