[gl] Remove unnecessary light map update code

gl_overbright_f shouldn't need to run through any entity queues to
update the light maps as only the world model has light maps, and
hitting the world model should hit all its sub-models.
This commit is contained in:
Bill Currie 2022-03-17 17:46:25 +09:00
parent 833fb2f4f8
commit 961e6d9e6c

View file

@ -529,7 +529,6 @@ void
gl_overbright_f (cvar_t *var) gl_overbright_f (cvar_t *var)
{ {
int num; int num;
model_t *m;
mod_brush_t *brush; mod_brush_t *brush;
if (!var) if (!var)
@ -576,29 +575,6 @@ gl_overbright_f (cvar_t *var)
if (!gl_R_BuildLightMap) if (!gl_R_BuildLightMap)
return; return;
for (size_t i = 0; i < r_ent_queue->ent_queues[mod_brush].size; i++) { \
entity_t *ent = r_ent_queue->ent_queues[mod_brush].a[i]; \
m = ent->renderer.model;
if (m->path[0] == '*')
continue;
brush = &m->brush;
for (unsigned j = 0; j < brush->numsurfaces; j++) {
msurface_t *surf = brush->surfaces + j;
if (surf->flags & (SURF_DRAWTURB | SURF_DRAWSKY))
continue;
num = surf->lightmaptexturenum;
gl_lightmap_modified[num] = true;
gl_lightmap_rectchange[num].l = 0;
gl_lightmap_rectchange[num].t = 0;
gl_lightmap_rectchange[num].w = BLOCK_WIDTH;
gl_lightmap_rectchange[num].h = BLOCK_HEIGHT;
gl_R_BuildLightMap (0, brush, surf);
}
}
brush = &r_refdef.worldmodel->brush; brush = &r_refdef.worldmodel->brush;
for (unsigned i = 0; i < brush->numsurfaces; i++) { for (unsigned i = 0; i < brush->numsurfaces; i++) {