- added map option to disable shadowmaps.
Prompted by 'Hurt' which has > 4000 lights and runs into both performance issues and unpredictable light selection for the limited amount of shadowmap slots.
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5 changed files with 15 additions and 7 deletions
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@ -107,10 +107,9 @@ void AddLightToList(FDynLightData &dld, int group, FDynamicLight * light, bool f
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}
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float shadowIndex;
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if (gl_light_shadowmap)
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if (gl_light_shadowmap) // note: with gl_light_shadowmap switched off, we cannot rely on properly set indices anymore.
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{
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shadowIndex = light->mShadowmapIndex + 1.0f;
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}
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else shadowIndex = 1025.f;
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// Store attenuate flag in the sign bit of the float.
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