From 3b7ada83bf47dbd0c4352f79fb44e5d42c201a30 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Sun, 14 Feb 2021 19:32:58 +0100 Subject: [PATCH] Fix black wall sprites --- src/rendering/swrenderer/things/r_wallsprite.cpp | 14 ++------------ 1 file changed, 2 insertions(+), 12 deletions(-) diff --git a/src/rendering/swrenderer/things/r_wallsprite.cpp b/src/rendering/swrenderer/things/r_wallsprite.cpp index 0d97de193..bccea75a6 100644 --- a/src/rendering/swrenderer/things/r_wallsprite.cpp +++ b/src/rendering/swrenderer/things/r_wallsprite.cpp @@ -164,24 +164,14 @@ namespace swrenderer if (x1 >= x2) return; - // Prepare lighting - FSWColormap *usecolormap = spr->Light.BaseColormap; - // Decals that are added to the scene must fade to black. - ColormapLight cmlight; - if (usecolormap && - spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0) - { - cmlight.BaseColormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate); - } - SpriteDrawerArgs drawerargs; - bool visible = drawerargs.SetStyle(thread->Viewport.get(), spr->RenderStyle, spr->Alpha, spr->Translation, spr->FillColor, cmlight); + bool visible = drawerargs.SetStyle(thread->Viewport.get(), spr->RenderStyle, spr->Alpha, spr->Translation, spr->FillColor, Light); if (!visible) return; ProjectedWallLight mlight; - mlight.SetLightLeft(thread, wallc); + mlight.SetSpriteLight(); // Draw it auto WallSpriteTile = spr->pic;