- removed texture based dynamic lighting. For GL 3.x the shader approach is always better.

- fixed: sky fog was not unset.
This commit is contained in:
Christoph Oelckers 2014-07-15 20:49:21 +02:00
commit b8bcbe819b
17 changed files with 130 additions and 658 deletions

View file

@ -521,14 +521,12 @@ void ADynamicLight::CollectWithinRadius(subsector_t *subSec, float radius)
{
if (!subSec) return;
bool additive = (flags4&MF4_ADDITIVE) || gl_lights_additive;
subSec->validcount = ::validcount;
touching_subsectors = AddLightNode(&subSec->lighthead[additive], subSec, this, touching_subsectors);
touching_subsectors = AddLightNode(&subSec->lighthead, subSec, this, touching_subsectors);
if (subSec->sector->validcount != ::validcount)
{
touching_sector = AddLightNode(&subSec->render_sector->lighthead[additive], subSec->sector, this, touching_sector);
touching_sector = AddLightNode(&subSec->render_sector->lighthead, subSec->sector, this, touching_sector);
subSec->sector->validcount = ::validcount;
}
@ -542,7 +540,7 @@ void ADynamicLight::CollectWithinRadius(subsector_t *subSec, float radius)
if (DMulScale32 (y-seg->v1->y, seg->v2->x-seg->v1->x, seg->v1->x-x, seg->v2->y-seg->v1->y) <=0)
{
seg->linedef->validcount=validcount;
touching_sides = AddLightNode(&seg->sidedef->lighthead[additive], seg->sidedef, this, touching_sides);
touching_sides = AddLightNode(&seg->sidedef->lighthead, seg->sidedef, this, touching_sides);
}
}
@ -755,22 +753,15 @@ CCMD(listsublights)
{
subsector_t *sub = &subsectors[i];
int lights = 0;
int addlights = 0;
FLightNode * node = sub->lighthead[0];
FLightNode * node = sub->lighthead;
while (node != NULL)
{
lights++;
node = node->nextLight;
}
node = sub->lighthead[1];
while (node != NULL)
{
addlights++;
node = node->nextLight;
}
Printf(PRINT_LOG, "Subsector %d - %d lights, %d additive lights\n", i, lights, addlights);
Printf(PRINT_LOG, "Subsector %d - %d lights\n", i, lights);
}
}