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- do not render lights from uninitialized data.
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3046a7dd81
commit
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2 changed files with 3 additions and 1 deletions
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@ -57,6 +57,7 @@ void FDrawInfo::SetupSubsectorLights(GLFlat *flat, int pass, subsector_t * sub,
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{
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if (dli != NULL && *dli != -1)
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{
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if (flat->renderstyle == STYLE_Add && !level.lightadditivesurfaces) return; // no lights on additively blended surfaces.
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gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
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(*dli)++;
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return;
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@ -85,6 +86,7 @@ void FDrawInfo::SetupSectorLights(GLFlat *flat, int pass, int *dli)
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{
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if (dli != NULL && *dli != -1)
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{
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if (flat->renderstyle == STYLE_Add && !level.lightadditivesurfaces) return; // no lights on additively blended surfaces.
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gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
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(*dli)++;
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return;
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@ -139,9 +139,9 @@ bool GLFlat::SetupLights(int pass, FLightNode * node, FDynLightData &lightdata,
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{
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Plane p;
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lightdata.Clear();
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if (renderstyle == STYLE_Add && !level.lightadditivesurfaces) return false; // no lights on additively blended surfaces.
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lightdata.Clear();
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while (node)
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{
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ADynamicLight * light = node->lightsource;
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