mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 06:10:56 +00:00
[vulkan] Skip ambient lights for shadow maps
Not that anything is actually rendered yet, but the validation layers don't like the null render pass. Came up now because ctf1 seems to make the first light an ambient light.
This commit is contained in:
parent
394018b3c5
commit
ac8c6b631e
1 changed files with 5 additions and 3 deletions
|
@ -260,9 +260,11 @@ lighting_draw_maps (qfv_renderframe_t *rFrame)
|
|||
.pClearValues = lctx->qfv_renderpass->clearValues->a,
|
||||
};
|
||||
__auto_type subpassContents = VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS;
|
||||
if (renderPassInfo.renderPass) {
|
||||
dfunc->vkCmdBeginRenderPass (cmd, &renderPassInfo, subpassContents);
|
||||
//...
|
||||
dfunc->vkCmdEndRenderPass (cmd);
|
||||
}
|
||||
QFV_CmdEndLabel (device, cmd);
|
||||
dfunc->vkEndCommandBuffer (cmd);
|
||||
|
||||
|
|
Loading…
Reference in a new issue