Turn off the light tiles
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parent
a71c050062
commit
4de06b3175
2 changed files with 4 additions and 1 deletions
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@ -785,11 +785,13 @@ void HWDrawInfo::RenderScene(FRenderState &state)
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state.EnableBrightmap(true);
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// To do: replace this with classic light lists
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/*
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state.ApplyLevelMesh();
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state.DrawLevelMeshList(SeenSidesDrawLists.List[static_cast<int>(LevelMeshDrawType::Opaque)], false, true);
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state.DrawLevelMeshList(SeenFlatsDrawLists.List[static_cast<int>(LevelMeshDrawType::Opaque)], false, true);
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if (uselevelmesh)
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state.DispatchLightTiles(VPUniforms.mViewMatrix, VPUniforms.mProjectionMatrix.get()[5]);
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*/
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RenderWall.Clock();
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state.ApplyLevelMesh();
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@ -30,7 +30,8 @@ void main()
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#if defined(USE_LEVELMESH)
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const int lightTileSize = 1;
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uLightIndex = int(uint(gl_FragCoord.x) / 64 + uint(gl_FragCoord.y) / 64 * uLightTilesWidth) * lightTileSize;
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//uLightIndex = int(uint(gl_FragCoord.x) / 64 + uint(gl_FragCoord.y) / 64 * uLightTilesWidth) * lightTileSize;
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uLightIndex = -1;
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#endif
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Material material = CreateMaterial();
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