- disable dynamic lights on additively blended surfaces because it doesn't look good at all.

This commit is contained in:
Christoph Oelckers 2016-05-18 22:20:18 +02:00
parent ea62d4c2d1
commit 13da14e915
2 changed files with 4 additions and 0 deletions

View File

@ -120,6 +120,8 @@ void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
{ {
Plane p; Plane p;
if (renderstyle == STYLE_Add) return; // no lights on additively blended surfaces.
if (dli != NULL && *dli != -1) if (dli != NULL && *dli != -1)
{ {
gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli)); gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));

View File

@ -73,6 +73,8 @@ FDynLightData lightdata;
void GLWall::SetupLights() void GLWall::SetupLights()
{ {
if (RenderStyle == STYLE_Add) return; // no lights on additively blended surfaces.
// check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.) // check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.)
switch (type) switch (type)
{ {