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- brighten the textured automap when in the hardware renderer with light modes 0, 1 and 4.
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1 changed files with 6 additions and 0 deletions
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@ -30,6 +30,7 @@
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#include "templates.h"
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#include "r_utility.h"
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#include "v_video.h"
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#include "g_levellocals.h"
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EXTERN_CVAR(Float, transsouls)
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@ -324,6 +325,11 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
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// is necessary in order to best reproduce Doom's original lighting.
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double map = (NUMCOLORMAPS * 2.) - ((lightlevel + 12) * (NUMCOLORMAPS / 128.));
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double fadelevel = clamp((map - 12) / NUMCOLORMAPS, 0.0, 1.0);
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// handle the brighter light modes of the hardware renderer.
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if (vid_rendermode == 4 && (level.lightmode < 2 || level.lightmode == 4))
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{
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fadelevel = pow(fadelevel, 1.3);
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}
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RenderCommand poly;
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