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- fixed a few more places where unwanted dynamic lights were still active.
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parent
537faa16dc
commit
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3 changed files with 4 additions and 1 deletions
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@ -134,6 +134,7 @@ void HWDrawInfo::DrawDecals(FRenderState &state, TArray<GLDecal *> &decals)
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side_t *wall = nullptr;
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SetDepthMask(false);
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state.SetDepthBias(-1, -128);
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state.SetLightIndex(-1);
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for (auto gldecal : decals)
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{
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if (gldecal->decal->Side != wall)
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@ -167,6 +168,7 @@ void GLWall::DrawDecalsForMirror(HWDrawInfo *di, FRenderState &state, TArray<GLD
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{
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di->SetDepthMask(false);
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state.SetDepthBias(-1, -128);
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state.SetLightIndex(-1);
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state.SetFog(lightlevel, rellight + getExtraLight(), di->isFullbrightScene(), &Colormap, false);
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for (auto gldecal : decals)
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{
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@ -252,7 +252,7 @@ void GLSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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{
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state.SetDepthBias(-1, -128);
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}
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state.SetLightIndex(-1);
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di->Draw(DT_TriangleStrip, state, vertexindex, 4);
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if (foglayer)
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@ -65,6 +65,7 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
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{
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state.SetColor(huds->lightlevel, 0, isFullbrightScene(), huds->cm, huds->alpha, true);
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}
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state.SetLightIndex(-1);
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state.SetRenderStyle(huds->RenderStyle);
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state.SetTextureMode(huds->RenderStyle);
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state.SetObjectColor(huds->ObjectColor);
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