From f360ae82cf14f1b1194a242acfaa13ce1e1b7919 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Sat, 26 Apr 2025 17:03:46 +0200 Subject: [PATCH] Part of the patent-pending light list design in gzdoom keeps invalid lights in the light lists and you must check for that everywhere... --- src/rendering/hwrenderer/doom_levelmesh.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/rendering/hwrenderer/doom_levelmesh.cpp b/src/rendering/hwrenderer/doom_levelmesh.cpp index 4d468cead..1323edc31 100644 --- a/src/rendering/hwrenderer/doom_levelmesh.cpp +++ b/src/rendering/hwrenderer/doom_levelmesh.cpp @@ -345,6 +345,9 @@ void DoomLevelMesh::UploadDynLights(FLevelLocals& doomMap) lightdata.Clear(); for (auto light = doomMap.lights; light; light = light->next) { + if (!light->IsActive()) + continue; + if (light->Trace() || lm_dynlights) { UpdateLight(light);