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- fixed missing binding of the light buffer.
I thought this wasn't needed but apparently the buffer refactoring caused this not to be done automatically anymore. Best have it once at the start of each frame where the cost is negligible.
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2 changed files with 8 additions and 0 deletions
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@ -54,6 +54,13 @@ public:
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}
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return index;
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}
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// The parameter is a reminder for Vulkan.
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void BindBase()
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{
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mBuffer->BindBase();
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}
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};
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int gl_SetDynModelLight(AActor *self, int dynlightindex);
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@ -484,6 +484,7 @@ void HWDrawInfo::RenderScene(FRenderState &state)
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state.SetDepthMask(true);
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screen->mLights->BindBase();
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state.EnableFog(true);
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state.SetRenderStyle(STYLE_Source);
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