diff --git a/ref_vk/TODO.md b/ref_vk/TODO.md index ff8fd232..087264ce 100644 --- a/ref_vk/TODO.md +++ b/ref_vk/TODO.md @@ -7,14 +7,14 @@ - [x] shaders s/map/brush/ - [x] pipeline cache - [x] swapchain getting stale -- [ ] sprites - - [x] HUD sprites +- [x] HUD sprites +- [x] issue: lightmap sometimes gets corrupted on map load # Next - [ ] studio models # Planned -- [ ] issue: lightmap sometimes gets corrupted on map load +- [ ] sprites - [ ] what is GL_Backend*/GL_RenderFrame ??? - [ ] beams - [ ] particles diff --git a/ref_vk/vk_lightmap.c b/ref_vk/vk_lightmap.c index cc41cbf7..59965212 100644 --- a/ref_vk/vk_lightmap.c +++ b/ref_vk/vk_lightmap.c @@ -21,6 +21,8 @@ typedef struct } gllightmapstate_t; static gllightmapstate_t gl_lms; + +// TODO this doesn't really need to be this huge static uint r_blocklights[BLOCK_SIZE_MAX*BLOCK_SIZE_MAX*3]; // This is just a temp HDR-ish buffer for lightmap generation static void LM_InitBlock( void ) @@ -227,6 +229,8 @@ void VK_ClearLightmap( void ) for (int i = 0; i < gl_lms.current_lightmap_texture; ++i) VK_FreeTexture(tglob.lightmapTextures[i]); gl_lms.current_lightmap_texture = 0; + + LM_InitBlock(); } void VK_RunLightStyles( void )