Plane shadow vertices must be created after the level mesh, otherwise they do not receive the lightmap UV coordinates
This commit is contained in:
parent
4ae767cc5a
commit
1f6356f414
4 changed files with 25 additions and 25 deletions
|
|
@ -3709,13 +3709,6 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
|
|||
}
|
||||
|
||||
InitRenderInfo(); // create hardware independent renderer resources for the level. This must be done BEFORE the PolyObj Spawn!!!
|
||||
Level->ClearDynamic3DFloorData(); // CreateVBO must be run on the plain 3D floor data.
|
||||
CreateVBO(*screen->RenderState(), Level->sectors);
|
||||
|
||||
for (auto &sec : Level->sectors)
|
||||
{
|
||||
P_Recalculate3DFloors(&sec);
|
||||
}
|
||||
|
||||
SWRenderer->SetColormap(Level); //The SW renderer needs to do some special setup for the level's default colormap.
|
||||
InitPortalGroups(Level);
|
||||
|
|
@ -3728,5 +3721,12 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
|
|||
|
||||
InitLevelMesh(map);
|
||||
|
||||
Level->ClearDynamic3DFloorData(); // CreateVBO must be run on the plain 3D floor data.
|
||||
CreateVBO(*screen->RenderState(), Level->sectors);
|
||||
for (auto& sec : Level->sectors)
|
||||
{
|
||||
P_Recalculate3DFloors(&sec);
|
||||
}
|
||||
|
||||
Level->aabbTree = new DoomLevelAABBTree(Level);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue