From 5e3e4a3bd1223d584a0842331755caab860037bd Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 28 Mar 2017 23:36:26 +0200 Subject: [PATCH] - fixed: The wall spliter for 3D lights did not initialize the resulting colormap's fog density value. --- src/gl/scene/gl_walls_draw.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/src/gl/scene/gl_walls_draw.cpp b/src/gl/scene/gl_walls_draw.cpp index 785bdc7082..d69ceeb4dd 100644 --- a/src/gl/scene/gl_walls_draw.cpp +++ b/src/gl/scene/gl_walls_draw.cpp @@ -371,6 +371,7 @@ void GLWall::RenderTextured(int rflags) int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel; FColormap thiscm; thiscm.FadeColor = Colormap.FadeColor; + thiscm.FogDensity = Colormap.FogDensity; thiscm.CopyFrom3DLight(&(*lightlist)[i]); mDrawer->SetColor(thisll, rel, thiscm, absalpha); if (type != RENDERWALL_M2SNF) mDrawer->SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);