- use uniform buffers for dynamic lights everywhere.

Branching on SSBO content does not work that well on NVidia so it is better disabled.
So far only implemented for OpenGL - Vulkan needs more work.
This commit is contained in:
Christoph Oelckers 2023-02-18 12:22:26 +01:00
commit 087050c201
8 changed files with 36 additions and 49 deletions

View file

@ -243,7 +243,8 @@ public:
{
if (sub->firstline[i].PartnerSeg && sub->firstline[i].Subsector->render_sector == sub->firstline[i].PartnerSeg->Subsector->render_sector)
{
seglist.Push(sub->firstline[i].PartnerSeg);
if (sub->firstline[i].sidedef == nullptr || !(Level->ib_compatflags & BCOMPATF_NOSECTIONMERGE))
seglist.Push(sub->firstline[i].PartnerSeg);
}
}
};