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:
plagman 2012-03-26 00:55:41 +00:00
parent ef7ad7b554
commit 3818282811

View file

@ -3505,7 +3505,7 @@ void polymer_updatesprite(int32_t snum)
polymer_resetplanelights(&s->plane);
while ((curpriority < pr_maxlightpriority) && (!depth || mirrors[depth-1].plane))
while (curpriority < pr_maxlightpriority)
{
i = j = 0;
while (j < lightcount)