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- set proper visibility factor and viewport.
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2 changed files with 4 additions and 2 deletions
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@ -270,7 +270,8 @@ static void polymost_updaterotmat(void)
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};
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multiplyMatrix4f(matrix, tiltmatrix);
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renderSetViewMatrix(matrix);
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renderSetVisibility(MulScale(g_visibility, MulScale(xdimenscale, viewingrangerecip, 16), 16) * fviewingrange * (1.f / (65536.f * 65536.f)) / r_ambientlight);
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float fxdimen = FixedToFloat(xdimenscale);
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renderSetVisibility(g_visibility * fxdimen * (1.f / (65536.f)) / r_ambientlight);
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}
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const vec2_16_t tileSize(size_t index)
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@ -661,11 +661,12 @@ void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q
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rotation.Yaw = -90.f + q16ang(q16angle).asdeg();
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rotation.Pitch = -HorizToPitch(q16horizon);
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rotation.Roll = rollang;
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GLInterface.SetViewport(windowxy1.x, windowxy1.y, windowxy2.x - windowxy1.x + 1, windowxy2.y - windowxy1.y + 1);
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SetProjection(rotation, fov);
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SetViewMatrix(rotation, position.x / 16.f, -position.y / 16.f, -position.z / 256.f, mirror, planemirror);
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renderSetViewpoint(position.x / 16.f, -position.y / 16.f, -position.z / 256.f);
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renderSetVisibility((1.f / (65536.f * 65536.f)) * g_visibility / r_ambientlight);// MulScale(g_visibility, MulScale(xdimenscale * viewingrangerecip * fviewingrange / r_ambientlight);
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renderSetVisibility((2 / 65536.f) * g_visibility / r_ambientlight); // (2 / 65536.f) is a magic factor to produce the same brightness as Polymost.
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renderBeginScene();
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Clipper clipper;
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