- always use the containing sector's fog when rendering sprites.

This is for consistency, otherwise sprites with a palette translation would stand out. Also use shade dependent fog density instead of a single global value.
Currently this only has an effect in true color rendering mode.
This commit is contained in:
Christoph Oelckers 2020-09-20 20:39:11 +02:00
parent dc7be6d526
commit 78be8f866b
7 changed files with 41 additions and 22 deletions

View file

@ -179,7 +179,7 @@ fixed_t qglobalhoriz;
float fglobalposx, fglobalposy, fglobalposz;
int16_t globalang, globalcursectnum;
fixed_t qglobalang;
int32_t globalpal, cosglobalang, singlobalang;
int32_t globalpal, globalfloorpal, cosglobalang, singlobalang;
int32_t cosviewingrangeglobalang, sinviewingrangeglobalang;
int32_t xyaspect;
@ -1768,7 +1768,7 @@ void renderDrawMapView(int32_t dax, int32_t day, int32_t zoome, int16_t ang)
globalorientation = (int32_t)sec->floorstat;
if ((globalorientation&1) != 0) continue;
globalpal = sec->floorpal;
globalfloorpal = globalpal = sec->floorpal;
globalpicnum = sec->floorpicnum;
if ((unsigned)globalpicnum >= (unsigned)MAXTILES) globalpicnum = 0;