From bb1174172ad3e2577eaf53d5c8d7096652377199 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Wed, 16 Oct 2024 15:01:37 +0200 Subject: [PATCH] Don't render the lightmap lights as dynlights in gl_levelmesh --- src/rendering/hwrenderer/doom_levelmesh.cpp | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/src/rendering/hwrenderer/doom_levelmesh.cpp b/src/rendering/hwrenderer/doom_levelmesh.cpp index ddcf1dccb..d2437dd17 100644 --- a/src/rendering/hwrenderer/doom_levelmesh.cpp +++ b/src/rendering/hwrenderer/doom_levelmesh.cpp @@ -298,9 +298,12 @@ void DoomLevelMesh::UploadDynLights(FLevelLocals& doomMap) lightdata.Clear(); for (auto light = doomMap.lights; light; light = light->next) { - int portalGroup = 0; // What value should this have? - AddLightToList(lightdata, portalGroup, light, false); - CurFrameStats.DynLights++; + if (!light->Trace()) // Skip lightmap lights + { + int portalGroup = 0; // What value should this have? + AddLightToList(lightdata, portalGroup, light, false); + CurFrameStats.DynLights++; + } } // All meaasurements here are in vec4's.