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Fix fullbright shade bug
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1 changed files with 3 additions and 3 deletions
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@ -2646,7 +2646,7 @@ namespace swrenderer
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/////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////
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void SWPalDrawers::DrawTiltedSpan(const SpanDrawerArgs& args, const FVector3& plane_sz, const FVector3& plane_su, const FVector3& plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy, FDynamicColormap* basecolormap)
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void SWPalDrawers::DrawTiltedSpan(const SpanDrawerArgs& args, const FVector3& plane_sz, const FVector3& plane_su, const FVector3& plane_sv, bool is_planeshaded, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy, FDynamicColormap* basecolormap)
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{
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{
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int y = args.DestY();
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int y = args.DestY();
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int x1 = args.DestX1();
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int x1 = args.DestX1();
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@ -2670,11 +2670,11 @@ namespace swrenderer
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iz = plane_sz[2] + plane_sz[1] * (viewport->viewwindow.centery - y) + plane_sz[0] * (x1 - viewport->viewwindow.centerx);
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iz = plane_sz[2] + plane_sz[1] * (viewport->viewwindow.centery - y) + plane_sz[0] * (x1 - viewport->viewwindow.centerx);
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// Lighting is simple. It's just linear interpolation from start to end
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// Lighting is simple. It's just linear interpolation from start to end
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if (plane_shade)
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if (is_planeshaded)
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{
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{
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uz = (iz + plane_sz[0] * width) * planelightfloat;
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uz = (iz + plane_sz[0] * width) * planelightfloat;
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vz = iz * planelightfloat;
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vz = iz * planelightfloat;
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CalcTiltedLighting(vz, uz, width, plane_shade, basecolormapdata);
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CalcTiltedLighting(vz, uz, width, planeshade, basecolormapdata);
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}
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}
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else
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else
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{
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{
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