- fixed: For non-shaded decals the light information was ignored.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@137 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2008-07-21 14:43:47 +00:00
parent fa6b9c5676
commit 3839d89923

View file

@ -315,7 +315,14 @@ void GLWall::DrawDecal(DBaseDecal *actor, seg_t *seg, sector_t *frontSector, sec
}
// fog is set once per wall in the calling function and not per decal!
gl.Color4f(red, green, blue, a);
if (loadAlpha)
{
gl.Color4f(red, green, blue, a);
}
else
{
gl_SetColor(lightlevel, rellight + (extralight * gl_weaponlight), &Colormap, a);
}
FRenderStyle style = actor->RenderStyle;
style.Flags &= ~STYLEF_ColorIsFixed; // this is handled differently for decals (see above)