Visible surfaces are gathered in processing (gathering) render phase and lightmaps drawn before rendering
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139ce34535
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4 changed files with 61 additions and 59 deletions
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@ -347,11 +347,6 @@ void HWWall::DrawWall(HWDrawInfo *di, FRenderState &state, bool translucent)
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MakeVertices(di, state, !!(flags & HWWall::HWF_TRANSLUCENT));
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}
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if (lightmap)
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{
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state.PushVisibleSurface(lightmap - &seg->Subsector->sector->Level->levelMesh->Surfaces[0], lightmap);
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}
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state.SetNormal(glseg.Normal());
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if (!translucent)
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{
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@ -1270,6 +1265,10 @@ void HWWall::DoTexture(HWDrawInfo *di, FRenderState& state, int _type,seg_t * se
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if (seg->sidedef->lightmap && type >= RENDERWALL_TOP && type <= RENDERWALL_BOTTOM)
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{
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lightmap = seg->sidedef->lightmap[type - RENDERWALL_TOP];
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if (lightmap)
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{
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state.PushVisibleSurface(lightmap - &seg->Subsector->sector->Level->levelMesh->Surfaces[0], lightmap);
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}
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}
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else
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{
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