- Fixed: The first lighting plane added to a light stack had the bOverlaps

flag set, causing it to be ignored during rendering. Why this didn't cause
  more trouble, I don't know.
- Fixed: The UDMF parser passed the wrong value for "default alpha" for
  TranslucentLine to P_FinishLoadingLineDef().


SVN r1775 (trunk)
This commit is contained in:
Randy Heit 2009-08-29 03:33:36 +00:00
parent 90b4be5d28
commit bdc0950e01
4 changed files with 9 additions and 9 deletions

View file

@ -1,4 +1,9 @@
August 28, 2009
- Fixed: The first lighting plane added to a light stack had the bOverlaps
flag set, causing it to be ignored during rendering. Why this didn't cause
more trouble, I don't know.
- Fixed: The UDMF parser passed the wrong value for "default alpha" for
TranslucentLine to P_FinishLoadingLineDef().
- Fixed: genStringEnter mode acted on key up events rather than key repeat
events.

View file

@ -1771,7 +1771,7 @@ void P_FinishLoadingLineDef(line_t *ld, int alpha)
case TranslucentLine: // killough 4/11/98: translucent 2s textures
// [RH] Second arg controls how opaque it is.
if (alpha == -32767)
if (alpha == SHRT_MIN)
{
alpha = ld->args[1];
additive = !!ld->args[2];
@ -2002,7 +2002,7 @@ static void P_AllocateSideDefs (int count)
for (i = 0; i < count; i++)
{
sidetemp[i].a.special = sidetemp[i].a.tag = 0;
sidetemp[i].a.alpha = -32767;
sidetemp[i].a.alpha = SHRT_MIN;
sidetemp[i].a.map = NO_SIDE;
}
if (count < numsides)
@ -2988,7 +2988,7 @@ void FExtraLight::InsertLight (const secplane_t &inplane, line_t *line, int type
vertex_t **triangle = line->frontsector->Triangle;
int i, j;
fixed_t diff = 0;
fixed_t diff = FIXED_MAX;
secplane_t plane = inplane;
if (type != 2)

View file

@ -1296,7 +1296,7 @@ struct UDMFParser
for(int line = 0, side = 0; line < numlines; line++)
{
short tempalpha[2] = {-1,-1};
short tempalpha[2] = { SHRT_MIN, SHRT_MIN };
lines[line] = ParsedLines[line];

View file

@ -615,11 +615,6 @@ void wallscan_striped (int x1, int x2, short *uwal, short *dwal, fixed_t *swal,
{
int j = WallMost (most3, el->Lights[i].Plane);
if (most3[x1] > dwal[x1] && most3[x2] > dwal[x2])
{ // Done - does not work as well as I thought it would
//break;
}
if (j != 3 /*&& (most3[x1] > up[x1] || most3[x2] > up[x2])*/)
{
for (int j = x1; j <= x2; ++j)