- moved dynamic lights out of the GL code into the common game code.

Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
This commit is contained in:
Christoph Oelckers 2017-03-12 16:56:00 +01:00
commit ef3421eee5
30 changed files with 330 additions and 429 deletions

View file

@ -138,6 +138,7 @@ void G_BuildTiccmd (ticcmd_t* cmd);
void D_DoAdvanceDemo ();
void D_AddWildFile (TArray<FString> &wadfiles, const char *pattern);
void D_LoadWadSettings ();
void ParseGLDefs();
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
@ -2500,6 +2501,8 @@ void D_DoomMain (void)
StartScreen->Progress ();
ParseGLDefs();
if (!batchrun) Printf ("R_Init: Init %s refresh subsystem.\n", gameinfo.ConfigName.GetChars());
StartScreen->LoadingStatus ("Loading graphics", 0x3f);
R_Init ();