Initialize lightmap texture in SetLevelMesh

Create VkLightmap class on VulkanRenderDevice
This commit is contained in:
Magnus Norddahl 2023-09-01 00:03:18 +02:00
commit cff50b8087
15 changed files with 125 additions and 200 deletions

View file

@ -399,9 +399,9 @@ void D_Render(std::function<void()> action, bool interpolate)
for (auto Level : AllLevels())
{
// Check for the presence of dynamic lights at the start of the frame once.
if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4) || Level->LMTextureCount > 0)
if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4) || Level->lightmaps)
{
Level->HasDynamicLights = Level->lights || Level->LMTextureCount > 0;
Level->HasDynamicLights = Level->lights || Level->lightmaps;
}
else Level->HasDynamicLights = false; // lights are off so effectively we have none.
if (interpolate) Level->interpolator.DoInterpolations(I_GetTimeFrac());