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- use standard sprite lighting for voxels.
Per-pixel lighting requires normals which voxels do not have.
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3a6f186aa0
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3 changed files with 3 additions and 1 deletions
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@ -458,7 +458,7 @@ bool GLSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
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inline void GLSprite::PutSprite(HWDrawInfo *di, bool translucent)
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{
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// That's a lot of checks...
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if (modelframe && RenderStyle.BlendOp != STYLEOP_Shadow && gl_light_sprites && level.HasDynamicLights && !di->isFullbrightScene() && !fullbright)
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if (modelframe && !modelframe->isVoxel && RenderStyle.BlendOp != STYLEOP_Shadow && gl_light_sprites && level.HasDynamicLights && !di->isFullbrightScene() && !fullbright)
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{
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hw_GetDynModelLight(actor, lightdata);
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dynlightindex = screen->mLights->UploadLights(lightdata);
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@ -509,6 +509,7 @@ void InitModels()
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FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
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FSpriteModelFrame smf;
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memset(&smf, 0, sizeof(smf));
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smf.isVoxel = true;
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smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
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smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
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smf.skinIDs[0] = md->GetPaletteTexture();
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@ -475,6 +475,7 @@ struct FSpriteModelFrame
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float angleoffset;
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// added pithoffset, rolloffset.
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float pitchoffset, rolloffset; // I don't want to bother with type transformations, so I made this variables float.
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bool isVoxel;
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};
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FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
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