[vulkan] Allocate map spaces for dynamic lights

I'm actually surprised anything worked, though I guess it was just the
one entry getting corrupted (and not 32, but I figured allocate slots
for all of the dynamic lights just in case). Or none, really, since
larger scenes (ie, those with multiple lights that fit in the same image
size) would result in not all the maps getting used and thus one spare
for dynamic lights.
This commit is contained in:
Bill Currie 2023-08-16 10:52:31 +09:00
parent 4028590240
commit ab5f28f743
1 changed files with 1 additions and 1 deletions

View File

@ -1671,7 +1671,7 @@ build_shadow_maps (lightingctx_t *lctx, vulkan_ctx_t *ctx)
int totalLayers = 0;
int imageMap[numLights];
int lightMap[numLights];
mapdesc_t maps[numLights];
mapdesc_t maps[numLights + dynlight_max];
for (int i = 0; i < numLights; i++) {
lightMap[i] = i;