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- forgot to set the light level
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d62a26a177
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2 changed files with 4 additions and 4 deletions
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@ -46,7 +46,7 @@ void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_
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bool foggy = false;
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int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
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bool fullbrightSprite = ((actor->renderflags & RF_FULLBRIGHT) || (actor->flags5 & MF5_BRIGHT));
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int lightlevel = fullbrightSprite ? 255 : actor->Sector->lightlevel + actualextralight;
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renderer.lightlevel = fullbrightSprite ? 255 : actor->Sector->lightlevel + actualextralight;
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renderer.visibility = PolyRenderer::Instance()->Light.SpriteGlobVis(foggy);
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renderer.fillcolor = actor->fillcolor;
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@ -90,7 +90,7 @@ void PolyRenderHUDModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint
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bool foggy = false;
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int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
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bool fullbrightSprite = isBright(psp);
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int lightlevel = fullbrightSprite ? 255 : playermo->Sector->lightlevel + actualextralight;
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renderer.lightlevel = fullbrightSprite ? 255 : playermo->Sector->lightlevel + actualextralight;
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renderer.visibility = PolyRenderer::Instance()->Light.SpriteGlobVis(foggy);
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PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
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@ -85,7 +85,7 @@ namespace swrenderer
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bool foggy = false;
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int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
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bool fullbrightSprite = ((actor->renderflags & RF_FULLBRIGHT) || (actor->flags5 & MF5_BRIGHT));
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int lightlevel = fullbrightSprite ? 255 : actor->Sector->lightlevel + actualextralight;
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renderer.lightlevel = fullbrightSprite ? 255 : actor->Sector->lightlevel + actualextralight;
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renderer.visibility = PolyRenderer::Instance()->Light.SpriteGlobVis(foggy);
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renderer.fillcolor = actor->fillcolor;
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@ -130,7 +130,7 @@ namespace swrenderer
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bool foggy = false;
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int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
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bool fullbrightSprite = isBright(psp);
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int lightlevel = fullbrightSprite ? 255 : playermo->Sector->lightlevel + actualextralight;
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renderer.lightlevel = fullbrightSprite ? 255 : playermo->Sector->lightlevel + actualextralight;
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renderer.visibility = PolyRenderer::Instance()->Light.SpriteGlobVis(foggy);
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PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
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