Separate bind set for material textures in the light passes to avoid allocation problems #676

This commit is contained in:
Robert Beckebans 2022-06-03 18:47:02 +02:00
parent f67360bc06
commit a97c92b6a5
14 changed files with 150 additions and 107 deletions

View file

@ -2234,6 +2234,9 @@ idRenderSystemLocal::BeginLevelLoad
*/
void idRenderSystemLocal::BeginLevelLoad()
{
// clear binding sets for previous level images and light data #676
backend.ClearCaches();
globalImages->BeginLevelLoad();
renderModelManager->BeginLevelLoad();