- 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.
This commit is contained in:
Christoph Oelckers 2018-10-31 12:48:09 +01:00
parent 41fd34e424
commit 37166b5faf
2 changed files with 8 additions and 0 deletions

View file

@ -54,6 +54,13 @@ public:
}
return index;
}
// The parameter is a reminder for Vulkan.
void BindBase()
{
mBuffer->BindBase();
}
};
int gl_SetDynModelLight(AActor *self, int dynlightindex);

View file

@ -484,6 +484,7 @@ void HWDrawInfo::RenderScene(FRenderState &state)
state.SetDepthMask(true);
screen->mLights->BindBase();
state.EnableFog(true);
state.SetRenderStyle(STYLE_Source);