- use the light buffer to handle dynamic lighting.

This commit is contained in:
Christoph Oelckers 2014-08-01 20:59:39 +02:00
parent 01a1e10084
commit 7967082e60
17 changed files with 194 additions and 197 deletions

View file

@ -144,36 +144,3 @@ bool gl_GetLight(Plane & p, ADynamicLight * light, bool checkside, bool forceadd
}
//==========================================================================
//
//
//
//==========================================================================
#if 0
void gl_UploadLights(FDynLightData &data)
{
ParameterBufferElement *pptr;
int size0 = data.arrays[0].Size()/4;
int size1 = data.arrays[1].Size()/4;
int size2 = data.arrays[2].Size()/4;
if (size0 + size1 + size2 > 0)
{
int sizetotal = size0 + size1 + size2 + 1;
int index = GLRenderer->mParmBuffer->Reserve(sizetotal, &pptr);
float parmcnt[] = { index + 1, index + 1 + size0, index + 1 + size0 + size1, index + 1 + size0 + size1 + size2 };
memcpy(&pptr[0], parmcnt, 4 * sizeof(float));
memcpy(&pptr[1], &data.arrays[0][0], 4 * size0*sizeof(float));
memcpy(&pptr[1 + size0], &data.arrays[1][0], 4 * size1*sizeof(float));
memcpy(&pptr[1 + size0 + size1], &data.arrays[2][0], 4 * size2*sizeof(float));
gl_RenderState.SetDynLightIndex(index);
}
else
{
gl_RenderState.SetDynLightIndex(-1);
}
}
#endif