[ioquake3] 13/25: OpenGL2: Render dlights only when r_lightmap is 0.
Simon McVittie
smcv at debian.org
Sun Mar 12 18:23:25 UTC 2017
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smcv pushed a commit to branch debian/master
in repository ioquake3.
commit 0238810f34ec11ac0f1d179e09a104d7d466342f
Author: SmileTheory <SmileTheory at gmail.com>
Date: Tue Jan 24 20:17:06 2017 -0800
OpenGL2: Render dlights only when r_lightmap is 0.
https://github.com/ioquake/ioq3/issues/246
---
code/renderergl2/tr_shade.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/code/renderergl2/tr_shade.c b/code/renderergl2/tr_shade.c
index fd88191..eeeed94 100644
--- a/code/renderergl2/tr_shade.c
+++ b/code/renderergl2/tr_shade.c
@@ -1598,7 +1598,7 @@ void RB_StageIteratorGeneric( void )
//
// now do any dynamic lighting needed
//
- if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE
+ if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE && r_lightmap->integer == 0
&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) {
if (tess.shader->numUnfoggedPasses == 1 && tess.xstages[0]->glslShaderGroup == tr.lightallShader
&& (tess.xstages[0]->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && r_dlightMode->integer)
--
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