- moved the global 'no dynamic lights' variable to FLevelLocals so that it is outside renderer specific data.
This commit is contained in:
parent
583da7f6cf
commit
43b491ea33
11 changed files with 25 additions and 27 deletions
|
|
@ -90,7 +90,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
|
|||
mCurrentPortal = nullptr;
|
||||
mMirrorCount = 0;
|
||||
mPlaneMirrorCount = 0;
|
||||
mLightCount = 0;
|
||||
mAngles = FRotator(0.f, 0.f, 0.f);
|
||||
mViewVector = FVector2(0,0);
|
||||
mVBO = nullptr;
|
||||
|
|
@ -446,9 +445,6 @@ void FGLRenderer::RenderView(player_t* player)
|
|||
{
|
||||
fovratio = ratio;
|
||||
}
|
||||
// Check if there's some lights. If not some code can be skipped.
|
||||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||||
mLightCount = ((it.Next()) != NULL);
|
||||
|
||||
GLSceneDrawer drawer;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue