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- fixed sky cap color handling
Backported from Raze
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parent
ed5287ef23
commit
7ad09c7a77
2 changed files with 2 additions and 2 deletions
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@ -471,7 +471,8 @@ void FSkyVertexBuffer::DoRenderDome(FRenderState& state, FGameTexture* tex, int
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// The caps only get drawn for the main layer but not for the overlay.
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// The caps only get drawn for the main layer but not for the overlay.
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if (mode == FSkyVertexBuffer::SKYMODE_MAINLAYER && tex != nullptr)
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if (mode == FSkyVertexBuffer::SKYMODE_MAINLAYER && tex != nullptr)
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{
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{
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auto& col = R_GetSkyCapColor(tex);
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auto col = R_GetSkyCapColor(tex);
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col.first.r = col.first.r * color.r / 255;
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col.first.r = col.first.r * color.r / 255;
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col.first.g = col.first.g * color.g / 255;
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col.first.g = col.first.g * color.g / 255;
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col.first.b = col.first.b * color.b / 255;
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col.first.b = col.first.b * color.b / 255;
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@ -47,7 +47,6 @@
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#include "xs_Float.h"
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#include "xs_Float.h"
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#include "math/cmath.h"
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#include "math/cmath.h"
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class FSerializer;
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#define EQUAL_EPSILON (1/65536.)
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#define EQUAL_EPSILON (1/65536.)
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