- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic. It's also one native actor class less.
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34 changed files with 438 additions and 412 deletions
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@ -749,8 +749,7 @@ void D_Display ()
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// Check for the presence of dynamic lights at the start of the frame once.
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if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4))
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{
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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level.HasDynamicLights = !!it.Next();
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level.HasDynamicLights = !!level.lights;
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}
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else level.HasDynamicLights = false; // lights are off so effectively we have none.
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