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Fixed applying of Doom 64 lighting to horizon portals
https://forum.zdoom.org/viewtopic.php?t=58878
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3 changed files with 6 additions and 0 deletions
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@ -1180,6 +1180,7 @@ void GLHorizonPortal::DrawContents()
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetObjectColor(origin->specialcolor);
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gl_SetPlaneTextureRotation(sp, gltexture);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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@ -1237,6 +1238,7 @@ void GLEEHorizonPortal::DrawContents()
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horz.plane.GetFromSector(sector, sector_t::ceiling);
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horz.lightlevel = gl_ClampLight(sector->GetCeilingLight());
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horz.colormap = sector->Colormap;
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horz.specialcolor = 0xffffffff;
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if (portal->mType == PORTS_PLANE)
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{
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horz.plane.Texheight = r_viewpoint.Pos.Z + fabs(horz.plane.Texheight);
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@ -1250,6 +1252,7 @@ void GLEEHorizonPortal::DrawContents()
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horz.plane.GetFromSector(sector, sector_t::floor);
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horz.lightlevel = gl_ClampLight(sector->GetFloorLight());
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horz.colormap = sector->Colormap;
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horz.specialcolor = 0xffffffff;
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if (portal->mType == PORTS_PLANE)
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{
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horz.plane.Texheight = r_viewpoint.Pos.Z - fabs(horz.plane.Texheight);
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@ -48,6 +48,7 @@ struct GLHorizonInfo
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GLSectorPlane plane;
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int lightlevel;
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FColormap colormap;
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PalEntry specialcolor;
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};
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struct GLSkyInfo
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@ -441,6 +441,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
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hi.plane.GetFromSector(fs, sector_t::ceiling);
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hi.lightlevel = gl_ClampLight(fs->GetCeilingLight());
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hi.colormap = fs->Colormap;
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hi.specialcolor = fs->SpecialColors[sector_t::ceiling];
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if (fs->e->XFloor.ffloors.Size())
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{
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@ -469,6 +470,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
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hi.plane.GetFromSector(fs, sector_t::floor);
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hi.lightlevel = gl_ClampLight(fs->GetFloorLight());
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hi.colormap = fs->Colormap;
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hi.specialcolor = fs->SpecialColors[sector_t::floor];
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if (fs->e->XFloor.ffloors.Size())
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{
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