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- fixed a crash in the software renderer that caused wallsprites to c…

…rash

(note: there is still a bug with grabbing the texture for these)
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madame-rachelle committed Oct 4, 2019
1 parent 1d9b5cb commit 0dea6fcecc510600d16afa68d57cc53ef8a1d7cd
Showing with 13 additions and 1 deletion.
  1. +13 −1 src/rendering/swrenderer/things/r_wallsprite.cpp
@@ -141,7 +141,19 @@ namespace swrenderer
vis->wallc = wallc;
vis->foggy = foggy;

vis->Light.SetColormap(thread, tz, lightlevel, foggy, basecolormap, false, false, false, false, false);
if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && basecolormap->Fade != 0)
{
basecolormap = GetSpecialLights(basecolormap->Color, 0, basecolormap->Desaturate);
}
bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));

bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
invertcolormap = !invertcolormap;

bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;

vis->Light.SetColormap(thread, tz, lightlevel, foggy, basecolormap, fullbright, invertcolormap, fadeToBlack, false, false);

thread->SpriteList->Push(vis);
}

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