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- set lightblendmode to 0 when setting up a 2D viewpoint.
2D never uses dynamic lights so this should always be 0 - and eliminates another place in the backend referencing game data.
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commit
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2 changed files with 2 additions and 3 deletions
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@ -30,7 +30,6 @@
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#include "hw_renderstate.h"
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#include "hw_renderstate.h"
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#include "hw_viewpointbuffer.h"
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#include "hw_viewpointbuffer.h"
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#include "hw_cvars.h"
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#include "hw_cvars.h"
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#include "g_levellocals.h"
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static const int INITIAL_BUFFER_SIZE = 100; // 100 viewpoints per frame should nearly always be enough
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static const int INITIAL_BUFFER_SIZE = 100; // 100 viewpoints per frame should nearly always be enough
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@ -92,7 +91,7 @@ void HWViewpointBuffer::Set2D(FRenderState &di, int width, int height, int pll)
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matrices.mPalLightLevels = pll;
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matrices.mPalLightLevels = pll;
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matrices.mClipLine.X = -10000000.0f;
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matrices.mClipLine.X = -10000000.0f;
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matrices.mShadowmapFilter = gl_shadowmap_filter;
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matrices.mShadowmapFilter = gl_shadowmap_filter;
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matrices.mLightBlendMode = (level.info ? (int)level.info->lightblendmode : 0);
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matrices.mLightBlendMode = 0;
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matrices.mProjectionMatrix.ortho(0, (float)width, (float)height, 0, -1.0f, 1.0f);
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matrices.mProjectionMatrix.ortho(0, (float)width, (float)height, 0, -1.0f, 1.0f);
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matrices.CalcDependencies();
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matrices.CalcDependencies();
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@ -87,7 +87,7 @@ void main()
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gradientdist.y = worldcoord.y - bottomatpoint;
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gradientdist.y = worldcoord.y - bottomatpoint;
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gradientdist.z = clamp(gradientdist.x / (topatpoint - bottomatpoint), 0.0, 1.0);
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gradientdist.z = clamp(gradientdist.x / (topatpoint - bottomatpoint), 0.0, 1.0);
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}
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}
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if (uSplitBottomPlane.z != 0.0)
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if (uSplitBottomPlane.z != 0.0)
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{
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{
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ClipDistance3 = ((uSplitTopPlane.w + uSplitTopPlane.x * worldcoord.x + uSplitTopPlane.y * worldcoord.z) * uSplitTopPlane.z) - worldcoord.y;
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ClipDistance3 = ((uSplitTopPlane.w + uSplitTopPlane.x * worldcoord.x + uSplitTopPlane.y * worldcoord.z) * uSplitTopPlane.z) - worldcoord.y;
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