- 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.
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8 changed files with 36 additions and 49 deletions
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@ -243,7 +243,8 @@ public:
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{
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if (sub->firstline[i].PartnerSeg && sub->firstline[i].Subsector->render_sector == sub->firstline[i].PartnerSeg->Subsector->render_sector)
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{
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seglist.Push(sub->firstline[i].PartnerSeg);
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if (sub->firstline[i].sidedef == nullptr || !(Level->ib_compatflags & BCOMPATF_NOSECTIONMERGE))
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seglist.Push(sub->firstline[i].PartnerSeg);
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}
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}
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};
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