Don't render the lightmap lights as dynlights in gl_levelmesh
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1 changed files with 6 additions and 3 deletions
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@ -298,9 +298,12 @@ void DoomLevelMesh::UploadDynLights(FLevelLocals& doomMap)
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lightdata.Clear();
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for (auto light = doomMap.lights; light; light = light->next)
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{
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int portalGroup = 0; // What value should this have?
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AddLightToList(lightdata, portalGroup, light, false);
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CurFrameStats.DynLights++;
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if (!light->Trace()) // Skip lightmap lights
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{
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int portalGroup = 0; // What value should this have?
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AddLightToList(lightdata, portalGroup, light, false);
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CurFrameStats.DynLights++;
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}
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}
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// All meaasurements here are in vec4's.
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