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- implemented texture overlay pass for textured dynamic lights.
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2 changed files with 11 additions and 0 deletions
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@ -448,6 +448,12 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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case GLPASS_LIGHTTEX_ADDITIVE:
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DrawLightsCompat(pass);
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break;
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case GLPASS_TEXONLY:
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, false, false);
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}
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}
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@ -447,5 +447,10 @@ void GLWall::Draw(int pass)
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case GLPASS_LIGHTTEX_ADDITIVE:
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RenderLightsCompat(pass);
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break;
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case GLPASS_TEXONLY:
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gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false);
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RenderWall(RWF_TEXTURED);
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break;
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}
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}
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