Don't go through multiple lighting passes when rendering the shadow maps.

git-svn-id: https://svn.eduke32.com/eduke32@1416 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2009-06-07 13:07:04 +00:00
parent 2482b74012
commit f30fdef695

View file

@ -1062,7 +1062,7 @@ void polymer_drawsprite(int32_t snum)
curpriority = 0;
while (curpriority < pr_maxlightpriority)
while ((curpriority < pr_maxlightpriority) && (!depth || mirrors[depth-1].plane))
{
i = j = 0;
while (j < lightcount)
@ -1578,7 +1578,7 @@ static void polymer_drawplane(_prplane* plane)
prlights[plane->lights[curlight]].flags.isinview = 1;
curlight++;
} while ((curlight < plane->lightcount) && (curlight < pr_maxlightpasses));
} while ((curlight < plane->lightcount) && (curlight < pr_maxlightpasses) && (!depth || mirrors[depth-1].plane));
if (plane->vbo && (pr_vbos > 0))
{
@ -3275,7 +3275,7 @@ static void polymer_drawmdsprite(spritetype *tspr)
curpriority = 0;
// light culling
if (lightcount)
if (lightcount && (!depth || mirrors[depth-1].plane))
{
sradius = (m->head.frames[m->cframe].r * (1 - m->interpol)) +
(m->head.frames[m->nframe].r * m->interpol);