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