- fixed: instead of checking gl_lights, better check Level->HasDynamicLights.

Especially in the thinker code this is needed for software rendering.
Strictly speaking, the software renderer should do the same, but it checks r_dynlight in so many places deep in the logic where the level is not available.
This commit is contained in:
Christoph Oelckers 2021-08-11 14:09:00 +02:00
commit 1097bd6c73
4 changed files with 5 additions and 5 deletions

View file

@ -108,7 +108,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
R_SetupFrame(mainvp, r_viewwindow, camera);
if (mainview && toscreen && !(camera->Level->flags3 & LEVEL3_NOSHADOWMAP) && gl_lights && gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER))
if (mainview && toscreen && !(camera->Level->flags3 & LEVEL3_NOSHADOWMAP) && camera->Level->HasDynamicLights && gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER))
{
screen->SetAABBTree(camera->Level->aabbTree);
screen->mShadowMap.SetCollectLights([=] {