From 33f8b697cea653b2fd85ea3f9a699eb5b2b2cbb7 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 19 Jan 2019 10:29:28 +0100 Subject: [PATCH] - fixed: application of fake contrast should never result in a light level of 0 unless the sector's own light level is 0. --- src/hwrenderer/utility/hw_lighting.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/hwrenderer/utility/hw_lighting.cpp b/src/hwrenderer/utility/hw_lighting.cpp index e4f192d0b..499d947ab 100644 --- a/src/hwrenderer/utility/hw_lighting.cpp +++ b/src/hwrenderer/utility/hw_lighting.cpp @@ -87,7 +87,7 @@ int HWDrawInfo::CalcLightLevel(int lightlevel, int rellight, bool weapon, int bl { int light; - if (lightlevel == 0) return 0; + if (lightlevel <= 0) return 0; bool darklightmode = (isDarkLightMode()) || (isSoftwareLighting() && blendfactor > 0); @@ -116,7 +116,8 @@ int HWDrawInfo::CalcLightLevel(int lightlevel, int rellight, bool weapon, int bl light=lightlevel+rellight; } - return clamp(light, 0, 255); + // Fake contrast should never turn a positive value into 0. + return clamp(light, 1, 255); } //==========================================================================