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- fixed crash with GL 3.x and fixed colormap active.
This must skip all light processing. On GL 4.5 it will only collect useless data but on GL 3.x it will run into an unmapped buffer situation.
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6fced1865f
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20e84fff5a
1 changed files with 2 additions and 0 deletions
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@ -56,6 +56,7 @@
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void FDrawInfo::SetupSubsectorLights(GLFlat *flat, int pass, subsector_t * sub, int *dli)
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void FDrawInfo::SetupSubsectorLights(GLFlat *flat, int pass, subsector_t * sub, int *dli)
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{
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{
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if (FixedColormap != CM_DEFAULT) return;
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if (dli != NULL && *dli != -1)
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if (dli != NULL && *dli != -1)
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{
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{
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gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
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gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
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@ -84,6 +85,7 @@ void FDrawInfo::SetupSubsectorLights(GLFlat *flat, int pass, subsector_t * sub,
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void FDrawInfo::SetupSectorLights(GLFlat *flat, int pass, int *dli)
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void FDrawInfo::SetupSectorLights(GLFlat *flat, int pass, int *dli)
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{
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{
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if (FixedColormap != CM_DEFAULT) return;
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if (dli != NULL && *dli != -1)
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if (dli != NULL && *dli != -1)
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{
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{
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gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
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gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
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