- fixed: The brightfog flag in the GL related map settings was never initialized.

- fixed: brightfog should not disable colored lighting for the weapon sprite.
This commit is contained in:
Christoph Oelckers 2014-12-31 23:01:06 +01:00
parent 4f08b20df5
commit a8398e70b0
2 changed files with 2 additions and 2 deletions

View file

@ -207,6 +207,7 @@ struct FGLROptions : public FOptionalMapinfoData
fogdensity = 0; fogdensity = 0;
outsidefogdensity = 0; outsidefogdensity = 0;
skyfog = 0; skyfog = 0;
brightfog = false;
lightmode = -1; lightmode = -1;
nocoloredspritelighting = -1; nocoloredspritelighting = -1;
notexturefill = -1; notexturefill = -1;

View file

@ -279,11 +279,10 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
} }
// Korshun: fullbright fog in opengl, render weapon sprites fullbright. // Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0)) if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0))
{ {
lightlevel = 255; lightlevel = 255;
statebright[0] = statebright[1] = true;
} }
PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff; PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;