From 3839d899238e6e7848453aa7ea937b28c3cccdb0 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Mon, 21 Jul 2008 14:43:47 +0000 Subject: [PATCH] - 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 --- src/gl/gl_decal.cpp | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/src/gl/gl_decal.cpp b/src/gl/gl_decal.cpp index 6605f6d1..edb8609d 100644 --- a/src/gl/gl_decal.cpp +++ b/src/gl/gl_decal.cpp @@ -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)