[vulkan] Correct dynamic light distance for lightmaps

I had gotten confused about how dynamic lights were calculated and thus
used the wrong radius in the final intensity calculation. Takes care of
the scruffy corners often visible on the dynamic lights.
This commit is contained in:
Bill Currie 2024-01-26 00:02:57 +09:00
parent 0401eeeb07
commit c5fc34bb0b

View file

@ -121,7 +121,7 @@ add_dynamic_lights (const vec4f_t *transform, msurface_t *surf, vec4f_t *block)
} else {
d = td + (sd >> 1);
}
float l = dlight->radius - d;
float l = rad - d;
if (l > minlight) {
block[t * smax + s] += l * color;
}