Apply entity glow before translating to color space

This commit is contained in:
x2048 2022-09-04 22:17:27 +02:00 committed by SmallJoker
parent 3e7ee499d6
commit bf1cc1bb84

@ -869,7 +869,7 @@ void GenericCAO::updateLight(u32 day_night_ratio)
bool this_ok; bool this_ok;
MapNode n = m_env->getMap().getNode(pos[i], &this_ok); MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
if (this_ok) { if (this_ok) {
u16 this_light = getInteriorLight(n, 0, m_client->ndef()); u16 this_light = getInteriorLight(n, m_prop.glow, m_client->ndef());
u8 this_light_intensity = MYMAX(this_light & 0xFF, this_light >> 8); u8 this_light_intensity = MYMAX(this_light & 0xFF, this_light >> 8);
if (this_light_intensity > light_at_pos_intensity) { if (this_light_intensity > light_at_pos_intensity) {
light_at_pos = this_light; light_at_pos = this_light;
@ -881,7 +881,7 @@ void GenericCAO::updateLight(u32 day_night_ratio)
if (!pos_ok) if (!pos_ok)
light_at_pos = LIGHT_SUN; light_at_pos = LIGHT_SUN;
video::SColor light = encode_light(light_at_pos, decode_light(m_prop.glow)); video::SColor light = encode_light(light_at_pos, m_prop.glow);
if (!m_enable_shaders) if (!m_enable_shaders)
final_color_blend(&light, light_at_pos, day_night_ratio); final_color_blend(&light, light_at_pos, day_night_ratio);