- Fix testcolor and testfade in the software renderer

This commit is contained in:
Magnus Norddahl 2017-05-28 23:57:09 +02:00
parent f759e1155a
commit 1505f75669
1 changed files with 5 additions and 7 deletions

View File

@ -57,13 +57,11 @@ FORCEINLINE FDynamicColormap *GetColorTable(const FColormap &cm, PalEntry Specia
c.Decolorize(); c.Decolorize();
c = SpecialColor.Modulate(c); c = SpecialColor.Modulate(c);
} }
auto p = &NormalLight;
if (c == p->Color && // First colormap is the default Doom colormap.
cm.FadeColor == p->Fade && // testcolor and testfade CCMDs modifies the first colormap, so we have to do the check without looking at the actual values stored in NormalLight.
cm.Desaturation == p->Desaturate) if (c == PalEntry(255, 255, 255) && cm.FadeColor == 0 && cm.Desaturation == 0)
{ return &NormalLight;
return p;
}
return GetSpecialLights(c, cm.FadeColor, cm.Desaturation); return GetSpecialLights(c, cm.FadeColor, cm.Desaturation);
} }