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https://github.com/FWGS/xash3d-fwgs
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ref_gl: new dlights implementation (do not share buffers with static array)
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65bfff69d0
commit
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@ -1724,6 +1724,9 @@ typedef unsigned int vboindex_t;
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#define GL_VBOINDEX_TYPE GL_UNSIGNED_INT
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#endif
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#define NEW_DLIGHTS
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// store indexes for each texture
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typedef struct vbotexture_s
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{
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@ -1785,7 +1788,11 @@ struct vbo_static_s
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// separate areay for dlights (build during draw)
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vboindex_t *dlight_index; // array
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#ifdef NEW_DLIGHTS
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vbovertex_t *dlight_arr; // array
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#else
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vec2_t *dlight_tc; // array
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#endif
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unsigned int dlight_vbo;
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vbovertex_t decal_dlight[MAX_RENDER_DECALS * DECAL_VERTS_MAX];
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unsigned int decal_dlight_vbo;
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@ -2049,15 +2056,21 @@ void R_GenerateVBO( void )
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// preallocate dlight arrays
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vbos.dlight_index = Mem_Calloc( vbos.mempool, maxindex * sizeof( *vbos.dlight_index ) * 6 );
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#ifdef NEW_DLIGHTS
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vbos.dlight_arr = Mem_Calloc( vbos.mempool, sizeof( vbovertex_t ) * (int)( vbos.arraylist->next ? VBOINDEX_MAX + 1 : vbos.arraylist->array_len + 1 ));
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#else
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// select maximum possible length for dlight
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vbos.dlight_tc = Mem_Calloc( vbos.mempool, sizeof( vec2_t ) * (int)( vbos.arraylist->next ? VBOINDEX_MAX + 1 : vbos.arraylist->array_len + 1 ));
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#endif
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if( r_vbo_dlightmode.value )
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{
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pglGenBuffersARB( 1, &vbos.dlight_vbo );
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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#ifdef NEW_DLIGHTS
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * (int)( vbos.arraylist->next ? VBOINDEX_MAX + 1 : vbos.arraylist->array_len + 1 ), NULL, GL_STREAM_DRAW_ARB );
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#else
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * (int)( vbos.arraylist->next ? VBOINDEX_MAX + 1 : vbos.arraylist->array_len + 1 ), NULL, GL_STREAM_DRAW_ARB );
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#endif
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pglGenBuffersARB( 1, &vbos.decal_dlight_vbo );
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
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@ -2277,8 +2290,10 @@ void R_SetupVBOArrayStatic( vboarray_t *vbo, qboolean drawlightmap, qboolean dra
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{
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// bind array
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
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#ifndef NEW_DLIGHTS
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// dlights use same vertex array
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if( vboarray.astate != VBO_ARRAY_DLIGHT )
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#endif
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{
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pglEnableClientState( GL_VERTEX_ARRAY );
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@ -2315,7 +2330,32 @@ void R_SetupVBOArrayStatic( vboarray_t *vbo, qboolean drawlightmap, qboolean dra
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}
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#ifdef NEW_DLIGHTS
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static void R_SetupVBOArrayDlight( vboarray_t *vbo, texture_t *texture )
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{
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if( vboarray.astate != VBO_ARRAY_DLIGHT )
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{
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char *arr_start = (char*)( vbos.dlight_vbo ? NULL : vbos.dlight_arr );
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// bind array
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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pglEnableClientState( GL_VERTEX_ARRAY );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(arr_start + offsetof(vbovertex_t,pos)));
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R_SetupVBOTexture( texture, vboarray.itexture );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(arr_start + offsetof(vbovertex_t, gl_tc )));
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vboarray.tstate = VBO_TEXTURE_NONE;
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GL_Bind( mtst.tmu_lm, tr.dlightTexture );
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vboarray.lstate = VBO_LIGHTMAP_DYNAMIC;
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// replace lightmap texcoord array by dlight array
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(arr_start + offsetof(vbovertex_t, lm_tc )));
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vboarray.astate = VBO_ARRAY_DLIGHT;
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}
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}
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#else
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static void R_SetupVBOArrayDlight( vboarray_t *vbo, texture_t *texture )
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{
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@ -2347,14 +2387,15 @@ static void R_SetupVBOArrayDlight( vboarray_t *vbo, texture_t *texture )
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vboarray.astate = VBO_ARRAY_DLIGHT;
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}
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}
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#endif
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#define SPARSE_DECALS_UPLOAD 0
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static void R_SetupVBOArrayDecalDlight( int decalcount )
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{
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
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#if !SPARSE_DECALS_UPLOAD
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * DECAL_VERTS_MAX * decalcount, vbos.decal_dlight , GL_STREAM_DRAW_ARB );
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if( vbos.decal_dlight_vbo )
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * DECAL_VERTS_MAX * decalcount, vbos.decal_dlight , GL_STREAM_DRAW_ARB );
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#endif
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R_SetDecalMode( true );
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// hack: fix decal dlights on gl_vbo_details == 2 (wrong state??)
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@ -2382,7 +2423,6 @@ static void R_SetupVBOArrayDecalDlight( int decalcount )
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vboarray.lstate = VBO_LIGHTMAP_DYNAMIC;
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}
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/*
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===================
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R_AdditionalPasses
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@ -2408,11 +2448,11 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
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pglEnable( GL_BLEND );
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pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
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#ifndef NEW_DLIGHTS
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// when drawing dlights, we need to bind array and unbind it again
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if( resetvbo )
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
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#endif
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offset + offsetof( vbovertex_t, gl_tc )));
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// apply scale
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@ -2450,7 +2490,6 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
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}
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}
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#define MINIMIZE_UPLOAD
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#define DISCARD_DLIGHTS
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@ -2520,40 +2559,6 @@ static void R_DrawDlightedDecals( vboarray_t *vbo, msurface_t *newsurf, msurface
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R_SetDecalMode( false );
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}
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static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int dlightindex, vboindex_t *dlightarray )
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{
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if( max_index == 0 )
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return;
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if( vbos.dlight_vbo )
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{
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#ifndef MINIMIZE_UPLOAD
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), vbos.dlight_tc + min_index, GL_STREAM_DRAW_ARB );
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#endif
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index* sizeof( vbovertex_t ) + offsetof(vbovertex_t,pos)) );
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GL_SelectTexture( mtst.tmu_gl );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
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if( mtst.details_enabled && mtst.tmu_dt != -1 )
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{
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GL_SelectTexture( mtst.tmu_dt );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
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}
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}
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//GL_SelectTexture( mtst.tmu_lm );
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GL_Bind( mtst.tmu_lm, tr.dlightTexture );
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#ifdef DISCARD_DLIGHTS
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
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#endif
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LM_UploadDynamicBlock();
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#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
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if( pglDrawRangeElements )
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pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
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else
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#endif
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pglDrawElements( GL_TRIANGLES, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
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}
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static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount )
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{
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@ -2613,6 +2618,209 @@ static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount )
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}
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#ifdef NEW_DLIGHTS
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static void R_FlushDlights( vboarray_t *vbo, int dlightindex, vboindex_t *dlightarray, unsigned int array_len )
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{
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if( vbos.dlight_vbo )
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{
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t )* array_len, vbos.dlight_arr, GL_STREAM_DRAW_ARB );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offsetof(vbovertex_t,pos)));
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GL_SelectTexture( mtst.tmu_gl );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offsetof(vbovertex_t,gl_tc)));
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if( mtst.details_enabled && mtst.tmu_dt != -1 )
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{
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GL_SelectTexture( mtst.tmu_dt );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offsetof(vbovertex_t,gl_tc)));
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}
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}
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//GL_SelectTexture( mtst.tmu_lm );
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GL_Bind( mtst.tmu_lm, tr.dlightTexture );
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#ifdef DISCARD_DLIGHTS
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
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#endif
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LM_UploadDynamicBlock();
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if( vbos.dlight_vbo )
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{
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offsetof(vbovertex_t,lm_tc)));
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}
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#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
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if( pglDrawRangeElements )
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pglDrawRangeElements( GL_TRIANGLES, 0, array_len, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
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else
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#endif
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pglDrawElements( GL_TRIANGLES, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
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}
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static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap )
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{
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// draw dlights and dlighted decals
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if( vbotex->dlightchain )
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{
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vboindex_t *dlightarray = vbos.dlight_index; // preallocated array
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unsigned int dlightindex = 0;
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msurface_t *surf, *newsurf;
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int decalcount = 0;
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uint indexbase = 0;
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R_SetupVBOArrayDlight( vbo, texture );
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// clear the block
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LM_InitBlock();
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// accumulate indexes for every dlighted surface until dlight block full
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for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
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{
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int smax, tmax;
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byte *base;
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const uint surfindex = surf - WORLDMODEL->surfaces;
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const int startindex = vbos.surfdata[surfindex].startindex;
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uint index;
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mextrasurf_t *info; // this stores current dlight offset
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int sample_size;
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info = surf->info;
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sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
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smax = ( info->lightextents[0] / sample_size ) + 1;
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tmax = ( info->lightextents[1] / sample_size ) + 1;
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// find space for this surface and get offsets
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if( LM_AllocBlock( smax, tmax, &info->dlight_s, &info->dlight_t ))
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{
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base = gl_lms.lightmap_buffer;
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base += ( info->dlight_t * BLOCK_SIZE + info->dlight_s ) * 4;
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R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true );
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}
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else
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{
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// out of free block space. Draw all generated index array and clear it
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// upload already generated block
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R_FlushDlights( vbo, dlightindex, dlightarray, indexbase );
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indexbase = 0;
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R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true, 0 );
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// draw decals that lighted with this lightmap
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if( decalcount )
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R_DrawDlightedDecals( vbo, newsurf, surf, decalcount, texture );
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decalcount = 0;
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R_SetupVBOArrayDlight( vbo, texture );
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// clear the block
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LM_InitBlock();
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dlightindex = 0;
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// try upload the block now
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if( !LM_AllocBlock( smax, tmax, &info->dlight_s, &info->dlight_t ))
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gEngfuncs.Host_Error( "AllocBlock: full\n" );
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base = gl_lms.lightmap_buffer;
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base += ( info->dlight_t * BLOCK_SIZE + info->dlight_s ) * 4;
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R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true );
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}
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// build index and texcoords arrays
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vbos.dlight_arr[indexbase].lm_tc[0] = surf->polys->verts[0][5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
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vbos.dlight_arr[indexbase].lm_tc[1] = surf->polys->verts[0][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
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vbos.dlight_arr[indexbase + 1].lm_tc[0] = surf->polys->verts[1][5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
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vbos.dlight_arr[indexbase + 1].lm_tc[1] = surf->polys->verts[1][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
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// copy array from static
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Vector2Copy( vbo->array[startindex].gl_tc, vbos.dlight_arr[indexbase].gl_tc );
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VectorCopy( vbo->array[startindex].pos, vbos.dlight_arr[indexbase].pos );
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Vector2Copy( vbo->array[startindex + 1].gl_tc, vbos.dlight_arr[indexbase + 1].gl_tc );
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VectorCopy( vbo->array[startindex + 1].pos, vbos.dlight_arr[indexbase + 1].pos );
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for( index = 2; index < surf->polys->numverts; index++ )
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{
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dlightarray[dlightindex++] = indexbase;
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dlightarray[dlightindex++] = indexbase + index - 1;
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dlightarray[dlightindex++] = indexbase + index;
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vbos.dlight_arr[indexbase + index].lm_tc[0] = surf->polys->verts[index][5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
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vbos.dlight_arr[indexbase + index].lm_tc[1] = surf->polys->verts[index][6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
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Vector2Copy( vbo->array[startindex + index].gl_tc, vbos.dlight_arr[indexbase + index].gl_tc );
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VectorCopy( vbo->array[startindex + index].pos, vbos.dlight_arr[indexbase + index].pos );
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}
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indexbase += index;
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// if surface has decals, build decal array
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R_AddSurfaceDecalsDlight( surf, &decalcount );
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//info->dlight_s = info->dlight_t = 0;
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}
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if( dlightindex )
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{
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R_FlushDlights( vbo, dlightindex, dlightarray, indexbase );
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R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true, 0);
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// draw remaining decals
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if( decalcount )
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{
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R_DrawDlightedDecals( vbo, newsurf, NULL, decalcount, texture );
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}
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}
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if( vbos.dlight_vbo )
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{
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// invalidate state to reset vertex array offset
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vboarray.astate = VBO_ARRAY_NONE;
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vboarray.tstate = VBO_TEXTURE_NONE;
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vboarray.lstate = VBO_LIGHTMAP_NONE;
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}
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R_SetupVBOArrayStatic( vbo, true, true );
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R_SetupVBOTexture( texture, vboarray.itexture );
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// prepare to next frame
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vbotex->dlightchain = NULL;
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}
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}
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#else
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static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int dlightindex, vboindex_t *dlightarray )
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{
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if( max_index == 0 )
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return;
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if( vbos.dlight_vbo )
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{
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#ifndef MINIMIZE_UPLOAD
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), vbos.dlight_tc + min_index, GL_STREAM_DRAW_ARB );
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#endif
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index* sizeof( vbovertex_t ) + offsetof(vbovertex_t,pos)) );
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GL_SelectTexture( mtst.tmu_gl );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
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if( mtst.details_enabled && mtst.tmu_dt != -1 )
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{
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GL_SelectTexture( mtst.tmu_dt );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
|
||||
}
|
||||
|
||||
}
|
||||
//GL_SelectTexture( mtst.tmu_lm );
|
||||
GL_Bind( mtst.tmu_lm, tr.dlightTexture );
|
||||
#ifdef DISCARD_DLIGHTS
|
||||
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
|
||||
#endif
|
||||
LM_UploadDynamicBlock();
|
||||
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
|
||||
if( pglDrawRangeElements )
|
||||
pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
|
||||
else
|
||||
#endif
|
||||
pglDrawElements( GL_TRIANGLES, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
|
||||
}
|
||||
|
||||
|
||||
|
||||
static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap )
|
||||
{
|
||||
// draw dlights and dlighted decals
|
||||
@ -2777,8 +2985,7 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
|
||||
vbotex->dlightchain = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
=====================
|
||||
|
Loading…
Reference in New Issue
Block a user