- fixed: For two-sided midtextures the light lists were always taken from the sector referenced by the rendered sidedef, not the sector in which the line gets renderered.

For polyobjects these two are not identical.
This commit is contained in:
Christoph Oelckers 2018-02-28 13:15:04 +01:00
parent 910a3062c7
commit e70250425a
1 changed files with 5 additions and 5 deletions

View File

@ -1060,8 +1060,8 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
// Draw the stuff
//
//
if (realfront->e->XFloor.lightlist.Size()==0 || mDrawer->FixedColormap) split.PutWall(translucent);
else split.SplitWall(realfront, translucent);
if (front->e->XFloor.lightlist.Size()==0 || mDrawer->FixedColormap) split.PutWall(translucent);
else split.SplitWall(front, translucent);
t=1;
}
@ -1074,8 +1074,8 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
// Draw the stuff without splitting
//
//
if (realfront->e->XFloor.lightlist.Size()==0 || mDrawer->FixedColormap) PutWall(translucent);
else SplitWall(realfront, translucent);
if (front->e->XFloor.lightlist.Size()==0 || mDrawer->FixedColormap) PutWall(translucent);
else SplitWall(front, translucent);
}
alpha=1.0f;
}
@ -1437,7 +1437,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
sector_t * segback;
#ifdef _DEBUG
if (seg->linedef->Index() == 1)
if (seg->linedef->Index() == 10)
{
int a = 0;
}