From 38182828119a7630032fb1476680826aa4dd3fcd Mon Sep 17 00:00:00 2001 From: plagman Date: Mon, 26 Mar 2012 00:55:41 +0000 Subject: [PATCH] polymer: don't shadow-optimize light culling in cached sprites Since updatesprite() only happens once for static sprites, avoiding light culling if we hit it in a shadow pass means that sprite will never be lit as long as that happens. git-svn-id: https://svn.eduke32.com/eduke32@2535 1a8010ca-5511-0410-912e-c29ae57300e0 --- polymer/eduke32/build/src/polymer.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/polymer/eduke32/build/src/polymer.c b/polymer/eduke32/build/src/polymer.c index db5fe1e2f..f55543d58 100644 --- a/polymer/eduke32/build/src/polymer.c +++ b/polymer/eduke32/build/src/polymer.c @@ -3505,7 +3505,7 @@ void polymer_updatesprite(int32_t snum) polymer_resetplanelights(&s->plane); - while ((curpriority < pr_maxlightpriority) && (!depth || mirrors[depth-1].plane)) + while (curpriority < pr_maxlightpriority) { i = j = 0; while (j < lightcount)