- With dynamic light data creation being done in the preparation pass, the light buffer must be mapped while this is running for it to work on older hardware.

This commit is contained in:
Christoph Oelckers 2018-04-29 17:36:51 +02:00
parent f91511bd84
commit 6cd8b1b3eb

View file

@ -249,6 +249,8 @@ void GLSceneDrawer::CreateScene()
for(auto p : level.portalGroups) p->glportal = nullptr; for(auto p : level.portalGroups) p->glportal = nullptr;
Bsp.Clock(); Bsp.Clock();
GLRenderer->mVBO->Map(); GLRenderer->mVBO->Map();
GLRenderer->mLights->Begin();
SetView(); SetView();
validcount++; // used for processing sidedefs only once by the renderer. validcount++; // used for processing sidedefs only once by the renderer.
@ -269,6 +271,7 @@ void GLSceneDrawer::CreateScene()
gl_drawinfo->HandleMissingTextures(in_area); // Missing upper/lower textures gl_drawinfo->HandleMissingTextures(in_area); // Missing upper/lower textures
gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
gl_drawinfo->ProcessSectorStacks(in_area); // merge visplanes of sector stacks gl_drawinfo->ProcessSectorStacks(in_area); // merge visplanes of sector stacks
GLRenderer->mLights->Finish();
GLRenderer->mVBO->Unmap(); GLRenderer->mVBO->Unmap();
ProcessAll.Unclock(); ProcessAll.Unclock();