Turn off the light tiles

This commit is contained in:
Magnus Norddahl 2025-05-30 20:43:30 +02:00
commit 4de06b3175
2 changed files with 4 additions and 1 deletions

View file

@ -785,11 +785,13 @@ void HWDrawInfo::RenderScene(FRenderState &state)
state.EnableBrightmap(true);
// To do: replace this with classic light lists
/*
state.ApplyLevelMesh();
state.DrawLevelMeshList(SeenSidesDrawLists.List[static_cast<int>(LevelMeshDrawType::Opaque)], false, true);
state.DrawLevelMeshList(SeenFlatsDrawLists.List[static_cast<int>(LevelMeshDrawType::Opaque)], false, true);
if (uselevelmesh)
state.DispatchLightTiles(VPUniforms.mViewMatrix, VPUniforms.mProjectionMatrix.get()[5]);
*/
RenderWall.Clock();
state.ApplyLevelMesh();

View file

@ -30,7 +30,8 @@ void main()
#if defined(USE_LEVELMESH)
const int lightTileSize = 1;
uLightIndex = int(uint(gl_FragCoord.x) / 64 + uint(gl_FragCoord.y) / 64 * uLightTilesWidth) * lightTileSize;
//uLightIndex = int(uint(gl_FragCoord.x) / 64 + uint(gl_FragCoord.y) / 64 * uLightTilesWidth) * lightTileSize;
uLightIndex = -1;
#endif
Material material = CreateMaterial();