Remove GlobVis global as it apparently wasn't very global!

This commit is contained in:
Magnus Norddahl 2017-01-12 18:38:27 +01:00
parent 80e1844d6c
commit 40f79371f5
5 changed files with 3 additions and 6 deletions

View file

@ -940,7 +940,7 @@ namespace swrenderer
{ {
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel) wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel)
+ r_actualextralight); + r_actualextralight);
GlobVis = r_WallVisibility; double GlobVis = r_WallVisibility;
rw_lightleft = float(GlobVis / WallC.sz1); rw_lightleft = float(GlobVis / WallC.sz1);
rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1)); rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
} }

View file

@ -33,6 +33,7 @@ namespace swrenderer
double planeheight; double planeheight;
bool plane_shade; bool plane_shade;
int planeshade; int planeshade;
double GlobVis;
fixed_t pviewx, pviewy; fixed_t pviewx, pviewy;
fixed_t xscale, yscale; fixed_t xscale, yscale;
double xstepscale, ystepscale; double xstepscale, ystepscale;

View file

@ -45,8 +45,6 @@ namespace swrenderer
double r_SpriteVisibility; double r_SpriteVisibility;
double r_ParticleVisibility; double r_ParticleVisibility;
double GlobVis;
FDynamicColormap *basecolormap; // [RH] colormap currently drawing with FDynamicColormap *basecolormap; // [RH] colormap currently drawing with
int fixedlightlev; int fixedlightlev;
FSWColormap *fixedcolormap; FSWColormap *fixedcolormap;

View file

@ -57,8 +57,6 @@ namespace swrenderer
extern float r_TiltVisibility; extern float r_TiltVisibility;
extern double r_SpriteVisibility; extern double r_SpriteVisibility;
extern double GlobVis;
extern int r_actualextralight; extern int r_actualextralight;
extern bool foggy; extern bool foggy;
extern int fixedlightlev; extern int fixedlightlev;

View file

@ -175,7 +175,7 @@ namespace swrenderer
} }
int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight); int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight);
GlobVis = r_WallVisibility; double GlobVis = r_WallVisibility;
float lightleft = float(GlobVis / spr->wallc.sz1); float lightleft = float(GlobVis / spr->wallc.sz1);
float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1)); float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
float light = lightleft + (x1 - spr->wallc.sx1) * lightstep; float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;