[vulkan] Fix broken dynamic light shadows

They weren't rendering properly at all due to the matrix updates getting
overwritten by the light data (I'd forgotten to advance the packet data
pointer).
This commit is contained in:
Bill Currie 2023-12-14 23:17:14 +09:00
parent 8e7c21e36a
commit fa6598c389

View file

@ -723,6 +723,7 @@ lighting_update_lights (const exprval_t **params, exprval_t *result,
.dstOffset = sizeof (mat4f_t[lctx->dynamic_matrix_base]),
.length = sizeof (mat4f_t[ndlight * 6]),
};
packet_data += mat_scatter.length;
for (int i = 0; i < ndlight; i++) {
cube_mats (&mats[i * 6], dynamic_lights[i]->origin);
}