- 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.
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4 changed files with 5 additions and 5 deletions
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@ -108,7 +108,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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R_SetupFrame(mainvp, r_viewwindow, camera);
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if (mainview && toscreen && !(camera->Level->flags3 & LEVEL3_NOSHADOWMAP) && gl_lights && gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER))
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if (mainview && toscreen && !(camera->Level->flags3 & LEVEL3_NOSHADOWMAP) && camera->Level->HasDynamicLights && gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER))
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{
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screen->SetAABBTree(camera->Level->aabbTree);
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screen->mShadowMap.SetCollectLights([=] {
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