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- fix negative uLightLevel being applied
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1 changed files with 8 additions and 1 deletions
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@ -300,7 +300,14 @@ void PolyTriangleThreadData::PushStreamData(const StreamData &data, const PolyPu
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FColormap cm;
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FColormap cm;
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cm.Clear();
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cm.Clear();
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if (constants.uLightLevel >= 0.0f)
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{
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drawargs.SetLight(GetColorTable(cm), (int)(constants.uLightLevel * 255.0f), mainVertexShader.Viewpoint->mGlobVis * 32.0f, false);
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drawargs.SetLight(GetColorTable(cm), (int)(constants.uLightLevel * 255.0f), mainVertexShader.Viewpoint->mGlobVis * 32.0f, false);
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}
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else
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{
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drawargs.SetLight(GetColorTable(cm), 255, mainVertexShader.Viewpoint->mGlobVis * 32.0f, true);
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}
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if (SpecialEffect != EFF_NONE)
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if (SpecialEffect != EFF_NONE)
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{
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{
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