Don't render the lightmap lights as dynlights in gl_levelmesh

This commit is contained in:
Magnus Norddahl 2024-10-16 15:01:37 +02:00
commit bb1174172a

View file

@ -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.