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- don't clamp shade values in the setup pass.
We need their proper values when setting up the lighting.
This commit is contained in:
parent
9092b5c392
commit
dc0df7d081
2 changed files with 6 additions and 6 deletions
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@ -263,7 +263,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which)
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{
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{
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// process the original floor first.
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// process the original floor first.
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shade = clamp(frontsector->floorshade, 0, numshades-1);
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shade = frontsector->floorshade;
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palette = frontsector->floorpal;
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palette = frontsector->floorpal;
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stack = frontsector->portalflags == PORTAL_SECTOR_FLOOR || frontsector->portalflags == PORTAL_SECTOR_FLOOR_REFLECT;
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stack = frontsector->portalflags == PORTAL_SECTOR_FLOOR || frontsector->portalflags == PORTAL_SECTOR_FLOOR_REFLECT;
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@ -303,7 +303,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which)
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{
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{
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// process the original ceiling first.
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// process the original ceiling first.
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shade = clamp(frontsector->ceilingshade, 0, numshades-1);
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shade = frontsector->ceilingshade;
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palette = frontsector->ceilingpal;
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palette = frontsector->ceilingpal;
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stack = frontsector->portalflags == PORTAL_SECTOR_CEILING || frontsector->portalflags == PORTAL_SECTOR_CEILING_REFLECT;
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stack = frontsector->portalflags == PORTAL_SECTOR_CEILING || frontsector->portalflags == PORTAL_SECTOR_CEILING_REFLECT;
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@ -353,7 +353,7 @@ void HWFlat::ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* s
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{
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{
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this->sprite = sprite;
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this->sprite = sprite;
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sec = sector;
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sec = sector;
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shade = clamp(sprite->shade, 0, numshades - 1);
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shade = sprite->shade;
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palette = sprite->pal;
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palette = sprite->pal;
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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@ -783,7 +783,7 @@ void HWWall::DoLowerTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsect
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auto refwall = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? &wall[wal->nextwall] : wal;
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auto refwall = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? &wall[wal->nextwall] : wal;
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refheight = (refwall->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->floorz;
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refheight = (refwall->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->floorz;
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shade = clamp(refwall->shade, 0, numshades - 1);
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shade = refwall->shade;
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palette = refwall->pal;
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palette = refwall->pal;
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type = RENDERWALL_BOTTOM;
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type = RENDERWALL_BOTTOM;
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DoTexture(di, wal, refwall, refheight, topleft, topright, bottomleft, bottomright);
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DoTexture(di, wal, refwall, refheight, topleft, topright, bottomleft, bottomright);
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@ -878,7 +878,7 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
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glseg.fracright = 1;
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glseg.fracright = 1;
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flags = 0;
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flags = 0;
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dynlightindex = -1;
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dynlightindex = -1;
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shade = clamp(wal->shade, 0, numshades - 1);
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shade = wal->shade;
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palette = wal->pal;
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palette = wal->pal;
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fade = lookups.getFade(frontsector->floorpal); // fog is per sector.
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fade = lookups.getFade(frontsector->floorpal); // fog is per sector.
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visibility = sectorVisibility(frontsector);
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visibility = sectorVisibility(frontsector);
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@ -1048,7 +1048,7 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* sect
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flags = HWF_CLAMPX|HWF_CLAMPY;
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flags = HWF_CLAMPX|HWF_CLAMPY;
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dynlightindex = -1;
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dynlightindex = -1;
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shade = clamp(spr->shade, 0, numshades - 1);
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shade = spr->shade;
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palette = spr->pal;
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palette = spr->pal;
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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visibility = sectorVisibility(sector);
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visibility = sectorVisibility(sector);
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