mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-02 08:53:42 +00:00
- fixed: HUD weapons were affected by dynamic lights even when the CVARs said that they shouldn't.
This commit is contained in:
parent
9fe2857dc1
commit
3e2a17538b
1 changed files with 4 additions and 1 deletions
|
@ -388,7 +388,10 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
|
|||
}
|
||||
else
|
||||
{
|
||||
gl_SetDynSpriteLight(playermo, NULL);
|
||||
if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap)
|
||||
{
|
||||
gl_SetDynSpriteLight(playermo, NULL);
|
||||
}
|
||||
gl_SetColor(statebright[i] ? 255 : lightlevel, 0, cmc, trans, true);
|
||||
}
|
||||
DrawPSprite(player, psp, psp->sx + ofsx, psp->sy + ofsy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha));
|
||||
|
|
Loading…
Reference in a new issue