- fix negative uLightLevel being applied

This commit is contained in:
Magnus Norddahl 2019-05-29 06:42:02 +02:00
parent a1229be5c6
commit b9230d4425

View file

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