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- fixed a y/Z mixup with the hardware renderer's vectors.
Why do they have to be different from what the game itself uses...? :(
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dcefa3cd12
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2 changed files with 2 additions and 2 deletions
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@ -747,7 +747,7 @@ bool GLWall::PrepareLight(ADynamicLight * light, int pass)
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float scale;
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float scale;
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auto normal = glseg.Normal();
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auto normal = glseg.Normal();
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p.Set(normal, -normal.X * glseg.x1 - normal.Y * glseg.y1);
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p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
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if (!p.ValidNormal())
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if (!p.ValidNormal())
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{
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{
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@ -73,7 +73,7 @@ void GLWall::SetupLights()
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lightdata.Clear();
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lightdata.Clear();
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auto normal = glseg.Normal();
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auto normal = glseg.Normal();
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p.Set(normal, -normal.X * glseg.x1 - normal.Y * glseg.y1);
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p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
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FLightNode *node;
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FLightNode *node;
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if (seg->sidedef == NULL)
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if (seg->sidedef == NULL)
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