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- disabled 'isVisibleToPlayerClass' check for dynamic lights affecting sprites.
Calling this function in the inner loop of a time critical rendering function apparently wreaks havoc with the CPU instruction cache - even though the function doesn't do anything substantial. This needs some more in-depth investigation why just having that call can increase sprite rendering time by a factor of 10 and more if there's many lights in view.
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@ -75,7 +75,7 @@ void gl_SetDynSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsect
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while (node)
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while (node)
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{
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{
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light=node->lightsource;
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light=node->lightsource;
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if (!light->owned || light->target == NULL || light->target->IsVisibleToPlayer())
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//if (!light->owned || light->target == NULL || light->target->IsVisibleToPlayer())
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{
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{
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if (!(light->flags2&MF2_DORMANT) &&
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if (!(light->flags2&MF2_DORMANT) &&
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(!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
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(!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
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