mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 19:20:46 +00:00
polymer: don't shadow-optimize light culling in cached sprites
Since updatesprite() only happens once for static sprites, avoiding light culling if we hit it in a shadow pass means that sprite will never be lit as long as that happens. git-svn-id: https://svn.eduke32.com/eduke32@2535 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
ef7ad7b554
commit
3818282811
1 changed files with 1 additions and 1 deletions
|
@ -3505,7 +3505,7 @@ void polymer_updatesprite(int32_t snum)
|
||||||
|
|
||||||
polymer_resetplanelights(&s->plane);
|
polymer_resetplanelights(&s->plane);
|
||||||
|
|
||||||
while ((curpriority < pr_maxlightpriority) && (!depth || mirrors[depth-1].plane))
|
while (curpriority < pr_maxlightpriority)
|
||||||
{
|
{
|
||||||
i = j = 0;
|
i = j = 0;
|
||||||
while (j < lightcount)
|
while (j < lightcount)
|
||||||
|
|
Loading…
Reference in a new issue