- 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.
This commit is contained in:
Christoph Oelckers 2019-01-01 19:35:55 +01:00
commit d654e02dea
34 changed files with 438 additions and 412 deletions

View file

@ -289,7 +289,7 @@ void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args,
FLightNode *cur_node = light_list;
while (cur_node)
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
if (cur_node->lightsource->IsActive())
max_lights++;
cur_node = cur_node->nextLight;
}
@ -307,7 +307,7 @@ void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args,
cur_node = light_list;
while (cur_node)
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
if (cur_node->lightsource->IsActive())
{
bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;