- 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:
Christoph Oelckers 2018-04-15 23:51:41 +02:00
parent dcefa3cd12
commit 88f856d995
2 changed files with 2 additions and 2 deletions

View file

@ -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())
{

View file

@ -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)