diff --git a/src/gl/scene/gl_flats.cpp b/src/gl/scene/gl_flats.cpp index d50a00f9cb..e399037fab 100644 --- a/src/gl/scene/gl_flats.cpp +++ b/src/gl/scene/gl_flats.cpp @@ -55,7 +55,6 @@ void FDrawInfo::SetupSubsectorLights(GLFlat *flat, int pass, subsector_t * sub, int *dli) { - if (isFullbrightScene()) return; if (dli != NULL && *dli != -1) { gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli)); @@ -84,7 +83,6 @@ void FDrawInfo::SetupSubsectorLights(GLFlat *flat, int pass, subsector_t * sub, void FDrawInfo::SetupSectorLights(GLFlat *flat, int pass, int *dli) { - if (isFullbrightScene()) return; if (dli != NULL && *dli != -1) { gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli)); @@ -303,6 +301,7 @@ void FDrawInfo::DrawFlat(GLFlat *flat, int pass, bool trans) // trans only has m int rel = getExtraLight(); auto &plane = flat->plane; + auto processLights = level.HasDynamicLights && !isFullbrightScene(); gl_RenderState.SetNormal(plane.plane.Normal().X, plane.plane.Normal().Z, plane.plane.Normal().Y); switch (pass) @@ -316,19 +315,19 @@ void FDrawInfo::DrawFlat(GLFlat *flat, int pass, bool trans) // trans only has m { gl_RenderState.SetMaterial(flat->gltexture, CLAMP_NONE, 0, -1, false); gl_RenderState.SetPlaneTextureRotation(&plane, flat->gltexture); - DrawSubsectors(flat, pass, (pass == GLPASS_ALL || flat->dynlightindex > -1), false); + DrawSubsectors(flat, pass, processLights && (gl.lightmethod == LM_DIRECT || flat->dynlightindex > -1), false); gl_RenderState.EnableTextureMatrix(false); } else { gl_RenderState.SetMaterial(flat->gltexture, CLAMP_XY, 0, -1, false); - DrawSkyboxSector(flat, pass, (pass == GLPASS_ALL || flat->dynlightindex > -1)); + DrawSkyboxSector(flat, pass, processLights && (gl.lightmethod == LM_DIRECT || flat->dynlightindex > -1)); } gl_RenderState.SetObjectColor(0xffffffff); break; case GLPASS_LIGHTSONLY: - if (!trans || flat->gltexture) + if ((!trans || flat->gltexture) && processLights) { ProcessLights(flat, trans); } @@ -353,7 +352,7 @@ void FDrawInfo::DrawFlat(GLFlat *flat, int pass, bool trans) // trans only has m else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_RenderState.SetMaterial(flat->gltexture, CLAMP_NONE, 0, -1, false); gl_RenderState.SetPlaneTextureRotation(&plane, flat->gltexture); - DrawSubsectors(flat, pass, (gl.lightmethod == LM_DIRECT || flat->dynlightindex > -1), true); + DrawSubsectors(flat, pass, processLights && (gl.lightmethod == LM_DIRECT || flat->dynlightindex > -1), true); gl_RenderState.EnableTextureMatrix(false); } if (flat->renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);