Remove unused indirect samples buffer

This commit is contained in:
RaveYard 2022-06-30 12:30:47 +02:00
parent 44b1d90968
commit 443d447fcb
2 changed files with 0 additions and 14 deletions

View file

@ -238,7 +238,6 @@ void LevelMesh::BuildSurfaceParams(Surface* surface)
surface->lightmapSteps[1] = tCoords[1] * (float)surface->sampleDimension;
surface->samples.resize(width * height);
surface->indirect.resize(width * height);
}
BBox LevelMesh::GetBoundsFromSurface(const Surface* surface)
@ -290,18 +289,6 @@ void LevelMesh::FinishSurface(Surface* surface)
int sampleHeight = surface->lightmapDims[1];
vec3* colorSamples = surface->samples.data();
if (!surface->indirect.empty())
{
vec3* indirect = surface->indirect.data();
for (int i = 0; i < sampleHeight; i++)
{
for (int j = 0; j < sampleWidth; j++)
{
colorSamples[i * sampleWidth + j] += indirect[i * sampleWidth + j] * 0.5f;
}
}
}
// SVE redraws the scene for lightmaps, so for optimizations,
// tell the engine to ignore this surface if completely black
bool bShouldLookupTexture = false;

View file

@ -67,7 +67,6 @@ struct Surface
std::vector<vec2> lightmapCoords;
//std::vector<bool> coveragemask;
std::vector<vec3> samples;
std::vector<vec3> indirect;
SurfaceType type;
int typeIndex;
IntSector *controlSector;