Part of the patent-pending light list design in gzdoom keeps invalid lights in the light lists and you must check for that everywhere...

This commit is contained in:
Magnus Norddahl 2025-04-26 17:03:46 +02:00
commit f360ae82cf

View file

@ -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);