- 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:
parent
99479d84b1
commit
d654e02dea
34 changed files with 438 additions and 412 deletions
|
|
@ -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;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue