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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
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1 changed files with 3 additions and 3 deletions
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@ -1062,7 +1062,7 @@ void polymer_drawsprite(int32_t snum)
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curpriority = 0;
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curpriority = 0;
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while (curpriority < pr_maxlightpriority)
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while ((curpriority < pr_maxlightpriority) && (!depth || mirrors[depth-1].plane))
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{
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{
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i = j = 0;
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i = j = 0;
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while (j < lightcount)
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while (j < lightcount)
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@ -1578,7 +1578,7 @@ static void polymer_drawplane(_prplane* plane)
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prlights[plane->lights[curlight]].flags.isinview = 1;
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prlights[plane->lights[curlight]].flags.isinview = 1;
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curlight++;
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curlight++;
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} while ((curlight < plane->lightcount) && (curlight < pr_maxlightpasses));
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} while ((curlight < plane->lightcount) && (curlight < pr_maxlightpasses) && (!depth || mirrors[depth-1].plane));
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if (plane->vbo && (pr_vbos > 0))
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if (plane->vbo && (pr_vbos > 0))
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{
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{
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@ -3275,7 +3275,7 @@ static void polymer_drawmdsprite(spritetype *tspr)
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curpriority = 0;
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curpriority = 0;
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// light culling
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// light culling
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if (lightcount)
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if (lightcount && (!depth || mirrors[depth-1].plane))
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{
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{
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sradius = (m->head.frames[m->cframe].r * (1 - m->interpol)) +
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sradius = (m->head.frames[m->cframe].r * (1 - m->interpol)) +
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(m->head.frames[m->nframe].r * m->interpol);
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(m->head.frames[m->nframe].r * m->interpol);
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