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- fixed voxel lighting.
In all that impenetrable voodoo math from Polymost it picked the wrong vector to calculate the depth of the scene and since I apparently removed the compensation math for the broken shader on the C++ side the calculated value was no longer correct. That Polymost renderer really needs to go away. :(
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3 changed files with 14 additions and 11 deletions
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@ -1091,8 +1091,7 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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GLInterface.EnableBlend(true); // else GLInterface.EnableBlend(false);
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}
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else pc[3] = 1.f;
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GLInterface.SetFadeDisable(true); // disable depth fading. The voxel code is somewhat broken and messes this up.
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GLInterface.SetShade(0, numshades);
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GLInterface.SetShade(std::max(0, globalshade), numshades);
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//------------
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//transform to Build coords
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