- fixed: application of fake contrast should never result in a light level of 0 unless the sector's own light level is 0.

This commit is contained in:
Christoph Oelckers 2019-01-19 10:29:28 +01:00
parent f61150a75e
commit 33f8b697ce
1 changed files with 3 additions and 2 deletions

View File

@ -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);
}
//==========================================================================