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[scene] Improve directional light handling
While it wasn't the root cause of the disappearing lights (even after sorting out the light limit issue), because the cause of that was everything working as designed, I suspect sunlight wasn't reaching as far as it should. Even it it was, this should be slightly faster (especially for larger maps) as leafs can be tested 32 or 64 at a time rather than individually.
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1 changed files with 7 additions and 7 deletions
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@ -132,14 +132,13 @@ Light_FindVisibleLights (lightingdata_t *ldata)
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if (leaf == model->brush.leafs) {
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set_everything (ldata->pvs);
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flags = SURF_DRAWSKY;
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} else {
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Mod_LeafPVS_set (leaf, model, 0, ldata->pvs);
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expand_pvs (ldata->pvs, model);
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}
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for (unsigned i = 0; i < model->brush.visleafs; i++) {
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if (set_is_member (ldata->pvs, i)) {
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flags |= model->brush.leaf_flags[i + 1];
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if (set_is_intersecting (ldata->pvs, ldata->sun_pvs)) {
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flags |= SURF_DRAWSKY;
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}
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expand_pvs (ldata->pvs, model);
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}
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ldata->leaf = leaf;
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@ -156,7 +155,8 @@ Light_FindVisibleLights (lightingdata_t *ldata)
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visible++;
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}
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}
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//Sys_Printf ("find_visible_lights: %d / %zd visible\n", visible,
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// ldata->lightvis.size);
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Sys_MaskPrintf (SYS_lighting,
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"find_visible_lights: %d / %zd visible\n", visible,
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ldata->lightvis.size);
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}
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}
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