diff --git a/src/rendering/hwrenderer/scene/hw_drawinfo.cpp b/src/rendering/hwrenderer/scene/hw_drawinfo.cpp index 8b0835b59..68e94853c 100644 --- a/src/rendering/hwrenderer/scene/hw_drawinfo.cpp +++ b/src/rendering/hwrenderer/scene/hw_drawinfo.cpp @@ -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(LevelMeshDrawType::Opaque)], false, true); state.DrawLevelMeshList(SeenFlatsDrawLists.List[static_cast(LevelMeshDrawType::Opaque)], false, true); if (uselevelmesh) state.DispatchLightTiles(VPUniforms.mViewMatrix, VPUniforms.mProjectionMatrix.get()[5]); + */ RenderWall.Clock(); state.ApplyLevelMesh(); diff --git a/wadsrc/static/shaders/scene/frag_main.glsl b/wadsrc/static/shaders/scene/frag_main.glsl index 937099caf..39079c4ba 100644 --- a/wadsrc/static/shaders/scene/frag_main.glsl +++ b/wadsrc/static/shaders/scene/frag_main.glsl @@ -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();