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- fixed: Sprite splitting at 3D floors must set the fog parameters for the new light level.
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1 changed files with 8 additions and 2 deletions
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@ -239,7 +239,9 @@ void GLSprite::Draw(int pass)
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secplane_t *topplane = i == 0 ? &topp : &(*lightlist)[i].plane;
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secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottomp : &(*lightlist)[i + 1].plane;
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int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
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int thislight = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
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int thisll = (byte)gl_CheckSpriteGlow(actor->Sector, thislight, actor->InterpolatedPosition(r_TicFracF));
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FColormap thiscm;
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thiscm.FadeColor = Colormap.FadeColor;
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thiscm.CopyFrom3DLight(&(*lightlist)[i]);
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@ -249,6 +251,10 @@ void GLSprite::Draw(int pass)
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}
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gl_SetColor(thisll, rel, thiscm, trans);
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if (!foglayer)
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{
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gl_SetFog(thislight, rel, &thiscm, additivefog);
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}
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gl_RenderState.SetSplitPlanes(*topplane, *lowplane);
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}
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else if (clipping)
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@ -930,7 +936,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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lightlevel = gl_ClampLight(sector->GetTexture(sector_t::ceiling) == skyflatnum ?
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sector->GetCeilingLight() : sector->GetFloorLight());
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foglevel = sector->lightlevel;
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foglevel = (BYTE)clamp<short>(sector->lightlevel, 0, 255);
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if (gl_fixedcolormap)
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{
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