mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-12 07:34:36 +00:00
- 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.
This commit is contained in:
parent
4e1723eeb7
commit
16cb4407a4
1 changed files with 1 additions and 1 deletions
|
@ -75,7 +75,7 @@ void gl_SetDynSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsect
|
|||
while (node)
|
||||
{
|
||||
light=node->lightsource;
|
||||
if (!light->owned || light->target == NULL || light->target->IsVisibleToPlayer())
|
||||
//if (!light->owned || light->target == NULL || light->target->IsVisibleToPlayer())
|
||||
{
|
||||
if (!(light->flags2&MF2_DORMANT) &&
|
||||
(!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
|
||||
|
|
Loading…
Reference in a new issue