- fixed fog on RRRA E2L1

Fixes #183
This commit is contained in:
Christoph Oelckers 2020-09-05 23:20:48 +02:00
parent ac0eb92367
commit dc0968bf61
2 changed files with 3 additions and 2 deletions

View file

@ -637,7 +637,7 @@ void displayrooms(int snum, double smoothratio)
renderDrawMasks(); renderDrawMasks();
} }
} }
GLInterface.SetMapFog(false); //GLInterface.SetMapFog(false);
restoreinterpolations(); restoreinterpolations();
if (!isRRRA() || !fogactive) if (!isRRRA() || !fogactive)

View file

@ -240,7 +240,8 @@ void PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
state.EnableFog(1); state.EnableFog(1);
} }
else state.EnableFog(0); else state.EnableFog(0);
state.SetFog((Flags & RF_MapFog) ? PalEntry(0x999999) : FogColor, 21.f); // Fixme: The real density still needs to be implemented. 21 is a reasonable default only. state.SetFog((GLInterface.useMapFog) ? PalEntry(0x999999) : FogColor, 350.f); // Fixme: The real density still needs to be implemented. 350 is a reasonable default only.
state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(Shade, 255, numshades) : 255); state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(Shade, 255, numshades) : 255);
state.SetLightParms(VisFactor, ShadeDiv / (numshades - 2)); state.SetLightParms(VisFactor, ShadeDiv / (numshades - 2));
state.SetTextureMode(TextureMode); state.SetTextureMode(TextureMode);