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polymer: cull sprite lights after computing sprite geometry
This was broken ever since updatesprite() had been forked off drawsprite() and would cause static lights to never hit static sprites until one or the other changed, after which the light would always get culled against outdated sprite geometry. git-svn-id: https://svn.eduke32.com/eduke32@2536 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 30 additions and 26 deletions
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@ -3498,35 +3498,9 @@ void polymer_updatesprite(int32_t snum)
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if (tspr->cstat & 48 && searchit != 2)
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{
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uint32_t crc = crc32once((uint8_t *)tspr, offsetof(spritetype, owner));
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int32_t curpriority = 0;
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if (crc == s->crc && tspr->picnum == curpicnum) return;
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s->crc = crc;
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polymer_resetplanelights(&s->plane);
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while (curpriority < pr_maxlightpriority)
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{
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i = j = 0;
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while (j < lightcount)
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{
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while (!prlights[i].flags.active)
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i++;
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if (prlights[i].priority != curpriority)
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{
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i++;
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j++;
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continue;
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}
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if (polymer_planeinlight(&s->plane, &prlights[i]))
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polymer_addplanelight(&s->plane, i);
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i++;
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j++;
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}
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curpriority++;
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}
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}
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polymer_getbuildmaterial(&s->plane.material, curpicnum, tspr->pal, tspr->shade, 4);
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@ -3684,6 +3658,36 @@ void polymer_updatesprite(int32_t snum)
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bglDeleteBuffersARB(1, &s->plane.vbo);
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s->plane.vbo = 0;
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}
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if (tspr->cstat & 48)
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{
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int32_t curpriority = 0;
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polymer_resetplanelights(&s->plane);
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while (curpriority < pr_maxlightpriority)
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{
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i = j = 0;
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while (j < lightcount)
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{
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while (!prlights[i].flags.active)
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i++;
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if (prlights[i].priority != curpriority)
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{
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i++;
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j++;
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continue;
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}
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if (polymer_planeinlight(&s->plane, &prlights[i]))
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polymer_addplanelight(&s->plane, i);
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i++;
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j++;
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}
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curpriority++;
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}
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}
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}
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// SKIES
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