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- 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
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1 changed files with 8 additions and 1 deletions
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@ -315,7 +315,14 @@ void GLWall::DrawDecal(DBaseDecal *actor, seg_t *seg, sector_t *frontSector, sec
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}
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}
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// fog is set once per wall in the calling function and not per decal!
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// fog is set once per wall in the calling function and not per decal!
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gl.Color4f(red, green, blue, a);
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if (loadAlpha)
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{
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gl.Color4f(red, green, blue, a);
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}
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else
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{
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gl_SetColor(lightlevel, rellight + (extralight * gl_weaponlight), &Colormap, a);
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}
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FRenderStyle style = actor->RenderStyle;
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FRenderStyle style = actor->RenderStyle;
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style.Flags &= ~STYLEF_ColorIsFixed; // this is handled differently for decals (see above)
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style.Flags &= ~STYLEF_ColorIsFixed; // this is handled differently for decals (see above)
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