This prevents shadows from flooding the OSD and killing performance.

git-svn-id: https://svn.eduke32.com/eduke32@1398 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2009-06-01 21:11:26 +00:00
parent a23c9c23ba
commit 2547739ff4

View file

@ -4506,7 +4506,7 @@ static void polymer_prepareshadows(void)
{ {
prlights[i].flags.isinview = 0; prlights[i].flags.isinview = 0;
prlights[i].rtindex = j + 1; prlights[i].rtindex = j + 1;
if (pr_verbosity >= 1) OSD_Printf("PR : Drawing shadow %i...\n", i); if (pr_verbosity >= 3) OSD_Printf("PR : Drawing shadow %i...\n", i);
bglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, prrts[prlights[i].rtindex].fbo); bglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, prrts[prlights[i].rtindex].fbo);
bglPushAttrib(GL_VIEWPORT_BIT); bglPushAttrib(GL_VIEWPORT_BIT);