- 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

@ -1494,6 +1494,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
}
#endif
int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
GLInterface.SetFade(sector[tspr->sectnum].floorpal);
GLInterface.SetTexture(-1, tex, palid, CLAMP_XY);
if (tspr->clipdist & TSPR_FLAGS_MDHACK)