- fixed a few more places where unwanted dynamic lights were still active.

This commit is contained in:
Christoph Oelckers 2018-10-27 19:25:51 +02:00
parent 537faa16dc
commit b92b7ca0a7
3 changed files with 4 additions and 1 deletions

View file

@ -134,6 +134,7 @@ void HWDrawInfo::DrawDecals(FRenderState &state, TArray<GLDecal *> &decals)
side_t *wall = nullptr;
SetDepthMask(false);
state.SetDepthBias(-1, -128);
state.SetLightIndex(-1);
for (auto gldecal : decals)
{
if (gldecal->decal->Side != wall)
@ -167,6 +168,7 @@ void GLWall::DrawDecalsForMirror(HWDrawInfo *di, FRenderState &state, TArray<GLD
{
di->SetDepthMask(false);
state.SetDepthBias(-1, -128);
state.SetLightIndex(-1);
state.SetFog(lightlevel, rellight + getExtraLight(), di->isFullbrightScene(), &Colormap, false);
for (auto gldecal : decals)
{

View file

@ -252,7 +252,7 @@ void GLSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
{
state.SetDepthBias(-1, -128);
}
state.SetLightIndex(-1);
di->Draw(DT_TriangleStrip, state, vertexindex, 4);
if (foglayer)

View file

@ -65,6 +65,7 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
{
state.SetColor(huds->lightlevel, 0, isFullbrightScene(), huds->cm, huds->alpha, true);
}
state.SetLightIndex(-1);
state.SetRenderStyle(huds->RenderStyle);
state.SetTextureMode(huds->RenderStyle);
state.SetObjectColor(huds->ObjectColor);