mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 04:01:31 +00:00
- fixed a y/Z mixup with the hardware renderer's vectors.
Why do they have to be different from what the game itself uses...? :(
This commit is contained in:
parent
dcefa3cd12
commit
88f856d995
2 changed files with 2 additions and 2 deletions
|
@ -747,7 +747,7 @@ bool GLWall::PrepareLight(ADynamicLight * light, int pass)
|
|||
float scale;
|
||||
|
||||
auto normal = glseg.Normal();
|
||||
p.Set(normal, -normal.X * glseg.x1 - normal.Y * glseg.y1);
|
||||
p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
|
||||
|
||||
if (!p.ValidNormal())
|
||||
{
|
||||
|
|
|
@ -73,7 +73,7 @@ void GLWall::SetupLights()
|
|||
lightdata.Clear();
|
||||
|
||||
auto normal = glseg.Normal();
|
||||
p.Set(normal, -normal.X * glseg.x1 - normal.Y * glseg.y1);
|
||||
p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
|
||||
|
||||
FLightNode *node;
|
||||
if (seg->sidedef == NULL)
|
||||
|
|
Loading…
Reference in a new issue