mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-12 07:34:50 +00:00
- fixed: The brightfog flag in the GL related map settings was never initialized.
- fixed: brightfog should not disable colored lighting for the weapon sprite.
This commit is contained in:
parent
4f08b20df5
commit
a8398e70b0
2 changed files with 2 additions and 2 deletions
|
@ -207,6 +207,7 @@ struct FGLROptions : public FOptionalMapinfoData
|
|||
fogdensity = 0;
|
||||
outsidefogdensity = 0;
|
||||
skyfog = 0;
|
||||
brightfog = false;
|
||||
lightmode = -1;
|
||||
nocoloredspritelighting = -1;
|
||||
notexturefill = -1;
|
||||
|
|
|
@ -279,11 +279,10 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
|
|||
}
|
||||
|
||||
|
||||
// Korshun: fullbright fog in opengl, render weapon sprites fullbright.
|
||||
// Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
|
||||
if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0))
|
||||
{
|
||||
lightlevel = 255;
|
||||
statebright[0] = statebright[1] = true;
|
||||
}
|
||||
|
||||
PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
|
||||
|
|
Loading…
Reference in a new issue