Move lightmap atlas textures and light probes to the bindless textures array as its impossible to predict up front how many we need
This commit is contained in:
parent
8d1a2c39f4
commit
af6ec929cc
19 changed files with 317 additions and 249 deletions
|
|
@ -205,18 +205,6 @@ static void SetFlatVertex(FFlatVertex& ffv, vertex_t* vt, const secplane_t& plan
|
|||
ffv.lindex = -1.0f;
|
||||
}
|
||||
|
||||
static void SetFlatVertex(FFlatVertex& ffv, vertex_t* vt, const secplane_t& plane, float llu, float llv, float llindex)
|
||||
{
|
||||
ffv.x = (float)vt->fX();
|
||||
ffv.y = (float)vt->fY();
|
||||
ffv.z = (float)plane.ZatPoint(vt);
|
||||
ffv.u = (float)vt->fX() / 64.f;
|
||||
ffv.v = -(float)vt->fY() / 64.f;
|
||||
ffv.lu = llu;
|
||||
ffv.lv = llv;
|
||||
ffv.lindex = llindex;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates the vertices for one plane in one subsector w/lightmap support.
|
||||
|
|
@ -470,6 +458,10 @@ static void UpdatePlaneLightmap(FRenderState& renderstate, sector_t* sec, int pl
|
|||
vt->lv = luv.Y;
|
||||
vt->lindex = lindex;
|
||||
}
|
||||
else
|
||||
{
|
||||
vt->lindex = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
renderstate.UpdateShadowData(startvt, §or_vertices[startvt], countvt);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue