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- implemented rendering of 3D lights with clip planes.
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2 changed files with 7 additions and 6 deletions
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@ -242,7 +242,7 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
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for (unsigned i = 0; i < lightlist.Size(); i++)
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{
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lights[i].cliptop = &lightlist[i].plane;
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lights[i].clipbottom = i == lightlist.Size() - 1 ? &bottomplane : &lightlist[i + 1].plane;
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lights[i].clipbottom = i == lightlist.Size() - 1 ? (secplane_t*)NULL : &lightlist[i + 1].plane;
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lights[i].lightlevel = lightlist[i].caster != NULL? gl_ClampLight(*lightlist[i].p_lightlevel) : lightlevel;
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lights[i].colormap.FadeColor = Colormap.FadeColor;
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lights[i].colormap.CopyFrom3DLight(&lightlist[i]);
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@ -338,17 +338,18 @@ void GLWall::RenderTextured(int rflags)
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}
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else
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{
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unsigned int store[2];
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//RenderWall(rflags, store);
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gl_RenderState.EnableSplit(true);
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for (unsigned i = 0; i < lightsize; i++)
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glEnable(GL_CLIP_DISTANCE3);
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glEnable(GL_CLIP_DISTANCE4);
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for (unsigned i = 0; i <lightsize; i++)
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{
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gl_SetColor(lights[i].lightlevel, rel, lights[i].colormap, absalpha);
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if (type != RENDERWALL_M2SNF) gl_SetFog(lights[i].lightlevel, rel, &lights[i].colormap, RenderStyle == STYLE_Add);
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gl_RenderState.SetSplitPlanes(*lights[i].cliptop, *lights[i].clipbottom);
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//GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, store[0], store[1]);
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gl_RenderState.SetSplitPlanes(*lights[i].cliptop, lights[i].clipbottom? *lights[i].clipbottom : bottomplane);
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RenderWall(rflags);
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}
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE4);
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gl_RenderState.EnableSplit(false);
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}
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gl_RenderState.SetTextureMode(tmode);
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