Optimize which surfaces are passed to lightmapper

This commit is contained in:
RaveYard 2023-09-14 12:17:33 +02:00 committed by Magnus Norddahl
commit 7cd33cc060
4 changed files with 9 additions and 1 deletions

View file

@ -204,6 +204,7 @@ void DoomLevelMesh::PropagateLight(const LevelMeshLight* light, std::set<LevelMe
// TODO skip any surface which isn't physically connected to the sector group in which the light resides
//if (light-> == surface.sectorGroup)
if (IsInFrontOfPlane(surface.plane, light->RelativeOrigin))
{
if (surface.portalIndex >= 0)
{

View file

@ -869,7 +869,7 @@ void UpdateLightmaps(DFrameBuffer* screen, FRenderState& RenderState)
{
for (auto& e : level.levelMesh->Surfaces)
{
if (e.needsUpdate)
if (e.needsUpdate && !e.bSky)
{
list.Push(&e);