- removed texture based dynamic lighting. For GL 3.x the shader approach is always better.
- fixed: sky fog was not unset.
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fb6b4238ed
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17 changed files with 130 additions and 658 deletions
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@ -521,14 +521,12 @@ void ADynamicLight::CollectWithinRadius(subsector_t *subSec, float radius)
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{
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if (!subSec) return;
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bool additive = (flags4&MF4_ADDITIVE) || gl_lights_additive;
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subSec->validcount = ::validcount;
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touching_subsectors = AddLightNode(&subSec->lighthead[additive], subSec, this, touching_subsectors);
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touching_subsectors = AddLightNode(&subSec->lighthead, subSec, this, touching_subsectors);
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if (subSec->sector->validcount != ::validcount)
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{
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touching_sector = AddLightNode(&subSec->render_sector->lighthead[additive], subSec->sector, this, touching_sector);
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touching_sector = AddLightNode(&subSec->render_sector->lighthead, subSec->sector, this, touching_sector);
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subSec->sector->validcount = ::validcount;
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}
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@ -542,7 +540,7 @@ void ADynamicLight::CollectWithinRadius(subsector_t *subSec, float radius)
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if (DMulScale32 (y-seg->v1->y, seg->v2->x-seg->v1->x, seg->v1->x-x, seg->v2->y-seg->v1->y) <=0)
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{
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seg->linedef->validcount=validcount;
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touching_sides = AddLightNode(&seg->sidedef->lighthead[additive], seg->sidedef, this, touching_sides);
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touching_sides = AddLightNode(&seg->sidedef->lighthead, seg->sidedef, this, touching_sides);
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}
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}
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@ -755,22 +753,15 @@ CCMD(listsublights)
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{
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subsector_t *sub = &subsectors[i];
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int lights = 0;
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int addlights = 0;
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FLightNode * node = sub->lighthead[0];
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FLightNode * node = sub->lighthead;
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while (node != NULL)
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{
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lights++;
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node = node->nextLight;
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}
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node = sub->lighthead[1];
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while (node != NULL)
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{
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addlights++;
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node = node->nextLight;
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}
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Printf(PRINT_LOG, "Subsector %d - %d lights, %d additive lights\n", i, lights, addlights);
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Printf(PRINT_LOG, "Subsector %d - %d lights\n", i, lights);
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}
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}
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