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f261ec7d53
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic. It's also one native actor class less. # Conflicts: # src/g_shared/a_dynlight.cpp # src/g_shared/a_dynlight.h # src/hwrenderer/dynlights/hw_dynlightdata.cpp # src/hwrenderer/dynlights/hw_dynlightdata.h # src/hwrenderer/scene/hw_renderhacks.cpp # src/namedef.h # src/scripting/thingdef_data.cpp # src/swrenderer/line/r_walldraw.cpp # Conflicts: # src/d_main.cpp # src/g_levellocals.h # src/g_shared/a_dynlight.cpp # src/g_shared/a_dynlight.h # src/gl/dynlights/gl_dynlight.h # src/gl/dynlights/gl_dynlight1.cpp # src/gl/scene/gl_spritelight.cpp # src/gl/scene/gl_walls.cpp # src/hwrenderer/dynlights/hw_shadowmap.cpp # src/hwrenderer/dynlights/hw_shadowmap.h # src/hwrenderer/scene/hw_flats.cpp # src/p_setup.cpp |
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CMakeLists.txt |