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- disable dynamic lights on additively blended surfaces because it doesn't look good at all.
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2 changed files with 4 additions and 0 deletions
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@ -120,6 +120,8 @@ void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
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{
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{
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Plane p;
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Plane p;
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if (renderstyle == STYLE_Add) return; // no lights on additively blended surfaces.
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if (dli != NULL && *dli != -1)
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if (dli != NULL && *dli != -1)
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{
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{
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gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
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gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
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@ -73,6 +73,8 @@ FDynLightData lightdata;
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void GLWall::SetupLights()
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void GLWall::SetupLights()
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{
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{
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if (RenderStyle == STYLE_Add) return; // no lights on additively blended surfaces.
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// check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.)
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// check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.)
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switch (type)
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switch (type)
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{
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{
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