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- new renderer: take fog properties for walls and ceilings from the proper elements.
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commit
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2 changed files with 3 additions and 2 deletions
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@ -246,7 +246,6 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int section
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float florz, ceilz;
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PlanesAtPoint(frontsector, float(vp.Pos.X) * 16.f, float(vp.Pos.Y) * -16.f, &ceilz, &florz);
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fade = lookups.getFade(frontsector->floorpal); // fog is per sector.
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visibility = sectorVisibility(frontsector);
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sec = frontsector;
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section = section_;
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@ -264,6 +263,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int section
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{
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// process the original floor first.
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fade = lookups.getFade(frontsector->floorpal);
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shade = frontsector->floorshade;
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palette = frontsector->floorpal;
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stack = frontsector->portalflags == PORTAL_SECTOR_FLOOR || frontsector->portalflags == PORTAL_SECTOR_FLOOR_REFLECT;
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@ -304,6 +304,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int section
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{
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// process the original ceiling first.
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fade = lookups.getFade(frontsector->ceilingpal);
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shade = frontsector->ceilingshade;
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palette = frontsector->ceilingpal;
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stack = frontsector->portalflags == PORTAL_SECTOR_CEILING || frontsector->portalflags == PORTAL_SECTOR_CEILING_REFLECT;
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@ -952,7 +952,7 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
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dynlightindex = -1;
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shade = wal->shade;
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palette = wal->pal;
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fade = lookups.getFade(frontsector->floorpal); // fog is per sector.
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fade = lookups.getFade(wal->pal);
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visibility = sectorVisibility(frontsector);
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alpha = 1.0f;
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