diff --git a/Source/Core/Rendering/Renderer3D.cs b/Source/Core/Rendering/Renderer3D.cs index 3243c142e290fcbf05ce618ac9269405f6dc6835..e2c4e41e3d9841d41f2b54ed8aa2d4b5225e5345 100644 --- a/Source/Core/Rendering/Renderer3D.cs +++ b/Source/Core/Rendering/Renderer3D.cs @@ -739,9 +739,9 @@ namespace CodeImp.DoomBuilder.Rendering { // Determine the shader pass we want to use for this object int wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass; - - //mxd. Seems that translucent lines aren't affected by dynamic lights in GZDoom - if (g.RenderPass != RenderPass.Alpha && General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) { + + //mxd. Seems that lines rendered with RenderPass.Alpha or RenderPass.Additive aren't affected by dynamic lights in GZDoom + if (g.RenderPass != RenderPass.Alpha && g.RenderPass != RenderPass.Additive && General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) { if (curtexture.Texture != null) { if (!litGeometry.ContainsKey(curtexture.Texture)) litGeometry[curtexture.Texture] = new List<VisualGeometry>(); diff --git a/Source/Core/VisualModes/VisualGeometry.cs b/Source/Core/VisualModes/VisualGeometry.cs index ba57592ceb8f662f4c4ca0550df18f5e712e3b11..503784a57dbad1cdcd17a9e924e3392212bf0b62 100644 --- a/Source/Core/VisualModes/VisualGeometry.cs +++ b/Source/Core/VisualModes/VisualGeometry.cs @@ -203,10 +203,10 @@ namespace CodeImp.DoomBuilder.VisualModes pc.g = (byte)((float)pc.g * valMod); pc.b = (byte)((float)pc.b * valMod); - int colorRef = pc.ToColorRef(); - p1.c = colorRef; - p2.c = colorRef; - p3.c = colorRef; + int c = pc.ToInt(); + p1.c = c; + p2.c = c; + p3.c = c; } vertices[startIndex] = p1; vertices[startIndex + 1] = p2; diff --git a/Source/Plugins/GZDoomEditing/VisualModes/BaseVisualSector.cs b/Source/Plugins/GZDoomEditing/VisualModes/BaseVisualSector.cs index 4fa7f2bb0a0457639282d134d163c7aa6fa60ce3..78641833dddcd78f0e9f052ad365887414fdb75d 100644 --- a/Source/Plugins/GZDoomEditing/VisualModes/BaseVisualSector.cs +++ b/Source/Plugins/GZDoomEditing/VisualModes/BaseVisualSector.cs @@ -117,9 +117,6 @@ namespace CodeImp.DoomBuilder.GZDoomEditing // This updates this virtual the sector and neightbours if needed public void UpdateSectorGeometry(bool includeneighbours) { - //mxd dbg - GZBuilder.GZGeneral.Trace("UpdateSectorGeometry isupdating=" + isupdating); - if(isupdating) return;